Crustypeanut's Iron Gods Campaign (Inactive)

Game Master Crustypeanut

Iron Gods Roll20 Campaign Link

Map of Numeria
Loot Tracker
Gear Tracker
Map of Torch


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Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Crusty, does Baine work metal? Or if not, do Thisstle or Dahlia know who to take this to?


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

The blacksmith who was grateful enough to craft us all mwk weapons for free?


Baine can work metal, but not in his current state. The blacksmith that made your weapons for free will likely do it as well, but won't do it for free. He's already rewarded you guys.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Vallan can also do it, whenever he wakes up.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Dahlia prods the unconcious dwarf with the wand, infusing him with the healing powers of devils.


With the group back in town - and Vallan recovering from a severe case of whoop-ass given to him by Thistle, they have time to rest and recover back at Khonnir’s still-unopened tavern. Although he is back, his condition - news of which has spread around the town - has been leaving him unable to properly manage the foundry or the tavern, despite daily cures given to him by his old friend and priest of Brigh, Joram Kyte.

This does, however, bring the added bonus of allowing the group to sleep free-of-charge in the tavern, thanks in part to their contributions to the town thus far.

Despite his condition, Khonnir helps out where he can, and allows the group to use his foundry to reforge the broken conduit for the elevator beneath the Black Hill, a task which Vallan does, despite grumbling about Thistle the entire time. Khonnir, meanwhile, identifies the group’s magical and technological items free of charge.

With that, he finds that the group is in possession of a +1 Light Hammer, a +1 Chain shirt, a Swarmbane Clasp (the amber-encrusted bug necklace), a Zipstick, and a skillslot implant, ripped right out of Sanvil Trett’s head, complete with a Mark I skillchip tied to Engineering. (All beyond what they have already identified)

Alright guys, now that I remembered to do the loot (durp), each of you gain 2992.83 gp as your share of the loot, with the exception of Thistle. Although Vallan and Bonnie are no longer joining you, they still get their share of the loot, but are not buying any items out of it.

Get your loot sorted out and let me know if you want to look into any ways to help Baine or investigate the note that was found on Sanvil Trett. Once you guys let me know what we’re doing, and once you finish up your loot, we can begin Part 5!

Also, on top of the loot, not included in everyone’s shares, are two Potions of Cure Moderate Wounds. Their vials are encrusted with fungus, but they’re still usable. Let me know who wants those.

If you have any questions about loot, don’t hesitate to ask!


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thissle definitely wants to help Baine. Are there any skills we can roll to figure out how? She also wants that armor (if the group has no objections) and possible the skillslot implant with the engineering chip if we know how to implant it. Other than that, she's ready to go and fix the town's Torch.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Dahlia will just bank her share, saving it for maybe a charisma headband.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog is too mentally handicapped to plan like that, and as usual will do what Hoots and co. tell him to do with the coin.


Basically, Baine and Kyte have concluded it is some sort of technological disease that the medical drones injected Baine with. No sort of skill check needed, as these two together have figured that much out. Kyte has tried numerous attempts since you rescued Baine to cure him with Remove Disease, but he has found that the disease is particularly hardy and resists any sort of magical removal; thus, the two believe that the cure for it lies within the ruins themselves, and that the disease requires technology to fix, due to its origins. Perhaps theres a machine inside that can fix it, or perhaps some sort of pharmacutical found inside can do the trick. You can examine Baine yourselves if you wish (Heal and Knowledge(Engineering)), but you can bet these two have done all they can to figure it out already.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Heal: 1d20 - 1 ⇒ (1) - 1 = 0
Knowledge (Engi): 1d20 + 8 ⇒ (14) + 8 = 22


Thistle:
Despite your most thorough investigation of Khonnir, you are unable to find any additional information about whats ailing him.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

"We'll never find cure for Khonnir here. Thisstle say we go to cave-place now and let her look for something to helping him," Thisstle says to the others. "Stoopid dwarf probably missed something."


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"Sadly, I believe this revolting little creature is correct," Dahlia says, sticking her tongue out at Thisstle.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle hisses. "Haters gonna hate, b*!!$. All the goblins love Thisstle."


With the elevator coupling having been repaired by Vallan, who likely still continues to grumble about getting his ass handed to him by the Hellions’ newest member, Thisstle, the group is finally return to the complex beneath the Black Hill and in doing so, finally see if they can figure out how to turn the town’s namesake back on, if possible.

 
 
 
 
 
 
 
                   I R O N  G O D S
                Book I: Fires of Creation
­­­                     Part 5: Meltdown

 
 
 
 

With Hoots and co. showing Thisstle what they’ve seen so far in case she’s able to find something that Vallan missed that might be able to help Khonnir, the group makes their way through the caverns and towards the habitat module that they had reactivated. It is just before the entrance to the massive dome that Thisstle spots something interesting within a small room leading to the first cavern within the dome. Within this room are two machines on either side that now blink with various lights. Previously, the last time the group actually examined this room rather than just go through it, the machines had been unpowered; Vallan, in his rush to kill things, hadn’t noticed the importance of this room. With Thisstle being more thorough, she is able to determine that it is some sort of decontamination room used for those going between the habitat module and the other rooms. This machine can apparently cleanse anyone within the room of diseases or any other sort of contagion - however, due to damage sustained over the ages, it apparently only works once per day. Activating it is as simple as pressing a button.

This might just be the thing that can help Khonnir!

__________________________________________________

Thisstle’s Knowledge(Engineering): 1d20 + 8 ⇒ (7) + 8 = 15

Vallan had only rolled a 12, and it was a 15+ to determine this. Plus, when Vallan examined it, you guys hadn’t restored power to this section yet. Groog did that when he smashed his fist against the panel later on.

Now, the question is, continue on and bring Khonnir back later, or get him here asap?


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Hoots nods appreciatively at the goblin. "Ah see you really do have a head for these hear machines! Ah suspect this could be the thing to heal poor Khonnir.

"Ah'd say let's press on to see what else we find first to see if this piece really does fix that elevator-contraption-- and to find out what it gets us to. Then when we're done, we'll bring Khonnir here to see if this'll fix his head up."


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"I think that's a good idea, I don't want to have to swim through that greasy lake more than I have to," Dahlia says.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

"Thisstle like this plan. We do it," Thisstle replies. She seems very smug at having found something the "stoopid dwarf" missed.


As the group decides to continue forward and bring Khonnir here at a later date, they pass through the various wonders of the structure, showing Thisstle the reactivated habitat dome, complete with scorching heat and sandy wind, their ‘base of operations’ within the dome’s observation room, and finally a few separate rooms in the Science Deck before they finally stop at the broken elevator, repaired coupling in tow.


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

"Ahright now, partners. Let's see if we can't get this here thing to move!"

Hoots stands up on his toes and attempts to put the replaced coupling in place.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle scampers up his back, and snatches the coupling from him. She tip-toes on his shoulders with an admonition of, "No move, bird!" Then tries to install the coupling.

Knowledge (Engineering): 1d20 + 8 ⇒ (19) + 8 = 27


Being as impatient as she is, Thisstle is able to force herself onto Hoots’ shoulders and take command of reassembling the coupling, which proves to be a very easy task - the goblin even avoids being electrocuted as she reattaches the coupling and plugs the cord back into the control panel. With that, the entire elevator hums to life with a soft buzzing sound and the lights reactivate. The control panel glows with light as it awaits their command.

Thisstle’s Reflex: 1d20 + 11 ⇒ (5) + 11 = 16 (Success negates the damage)


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

"Hehehe, cool!" Thisstle says, jumping down from Hoot's shoulders. "Thanks for the boost!"


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog's eyes grow wide with excitement watching the scene unfold before him. When Thisstle makes her way down off of Hoots' shoulders, he makes his way to the birdman and puts his hand on his head, lifting his foot as if planning to take his turn for a ride.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"Groogy, honey, you'll kill Hoots if you stand on him," Dahlia says, her tone of voice patient, with just a hint of 'I'm too old for this shit' in it.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

So what are our floor choices?

Thisstle examines the buttons on the elevator eagerly. "You guys ready to go for a ride?"


You are currently on Deck 3: Science. Above you is Deck 4: Engineering. Below is Deck 2: Crew and Deck 1: Docking.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle hits the button for deck 4. "Oooh, engineering. That's prolly where we can fix the torch from. If torch can be fixed...."


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Hoots nods agreement. "Ah reckon that's as likely a place to start as any."


Ready to explore their next destination, Thisstle waits for everyone to get inside before tapping the panel where it says: “Deck 4: Engineering”. At a mere touch, the elevator lurches to life and begins to ascend towards its destination. While it does so, curious, soothing-yet-metallic-sounding music plays from an unknown source within the walls.

It takes only about twelve seconds for the elevator to ascend, at which point it stops abruptly and the music ends. With only the eastern wall having an opening at this level, the elevator doors slide open silently, revealing a mess within.

A cloying, animalistic stink fills the air of this hemispherical room. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the eastern wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room, and a constant rumbling sound can be heard coming from the east, making hearing difficult and forcing anyone speaking to have to yell.

__________________________________________

Because the lights aren’t working properly, the entire room, and those beyond unless specifically noted, are in Dim Lighting. In addition, all hearing-based perception checks are done at a -5 penalty due to the noise.


Before the group can step out of the elevator and into the room however, Snow begins to growl, and both Dahlia and Hoots hear something besides the loud rumbling.

Dahlia, Hoots:
Although its hard to hear over the noise, both of you are able to tell that theres something waiting in the room, likely in the mounds of refuse. Whatever it is, there is more than one.

DM Rolls, do not Open!:

Dahlia: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20
Snow: 1d20 + 2 ⇒ (14) + 2 = 16
Groog: 1d20 + 3 - 5 ⇒ (7) + 3 - 5 = 5
Hoots: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Thistle: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"There's someone or something in those rubbish piles," Dahlia says in hushed tones.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle shouts, "WHAT!?" at Dahlia. Can't hear her whispering over that loud humming noise.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog grips his curved blade tight and steps out of the doors and sniffs the air, his crimson eyes surveying the room and piles. When Thisstle yells, he turns back and yells, "What say?"


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle shrugs. She runs forward and scampers up Groog until she perches on his shoulders. "Thisstle ride Groog. Together, they will be masters of Torch."


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

"SHE SAID SHE HEARD SOMETHING HIDING IN THOSE PILES!"

Shaking his head, Hoots steps into the room beside Groog, his pepperbox in one hand and his pistol in the other.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog looks at Hoots with a confused look on his face, though that is one of his more common expressions. "NOT HIDE! SEE!?" he yells as he points his blade at one of the creatures as they crawl out of the garbage heaps.


Actually Groog, they were hidden-ish, but I revealed them on roll20 a little bit before taking a nap. Working on update nao!


<< Encounter: "Someone’s not Housetrained" | Round I | Hazards: Dim Lighting | Encounter Map: See Roll20 Campaign Map >>

As Groog and co. step out of the elevator, four small, canine-like creatures burst forth from their hiding places from within the mounds of refuse in the room. The four creatures yip, growl, and howl at the group threateningly, about to attack.

________________________________________________________________________

Creature’s Initiative: 4d20 + 2 + 2 + 2 + 2 ⇒ (4, 7, 6, 12) + 2 + 2 + 2 + 2 = 37 7.4
Party: 5d20 + 6 + 3 + 1 + 4 + 6 ⇒ (2, 11, 2, 14, 12) + 6 + 3 + 1 + 4 + 6 = 61 12.2

The PCs are up! Remember, the room has Dim Lighting, so everyone without Darkvision has a 20% miss chance, unless someone gets some lights going. Also, the creatures are flat footed until they move.


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Hoots spins around and fires a slug straight into the nearest rat-dog, hollering "Eat lead, ya varmit!"

Pepperbox: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 1d6 ⇒ (1) + (6) = 7 spend 1 grit for up close & deadly

_______________________

Grit: 2/3


You forgot to include Point Blank Shot with that, Hoots. As a result, your damage of 8 took the first one out.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Acrobatics: 1d20 + 12 ⇒ (16) + 12 = 28
Grapple (Higher Ground): 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

Thisstle leaps off Groog's shoulders and comes down on the nearest Thylacine hard. She grabs hold of its ears with one hand, and her teeth. Then she prepares to stab it in the eye with her scimitar, while chuckling gleefully.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Mentally cursing herself for not doing so earlier, Dahlia casts a light spell on the semiprecious chip of tourmaline set into her walking staff. "Solas!" she intones. With a better view of the situation, she sics Snow on the nearest rat-hound by pointing and shouting "Ionsaigh!


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog stomps to the nearest one and takes a mighty swing with his blade.

Power Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage if hit: 2d4 + 12 ⇒ (2, 1) + 12 = 15


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Apparently my dice roll edit didn't go through earlier.

Snow bounds forward and around the corner, biting at the rat-hound that Thisstle is grappling.

Bite Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Bite Damage: 1d6 + 5 ⇒ (1) + 5 = 6


Round I Recap

As Groog and co. step out of the elevator, four small, canine-like creatures burst forth from their hiding places from within the mounds of refuse in the room. The four creatures yip, growl, and howl at the group threateningly, about to attack.

Hoots spins around and fires a slug straight into the nearest rat-dog, hollering "Eat lead, ya varmit!" His shot’s sound echoes off the room’s metallic structure just as the bullet rips into the thylacine’s flesh, dropping it instantly.

Thisstle leaps off Groog's shoulders and comes down on the nearest Thylacine hard. She grabs hold of its ears with one hand, and her teeth. Then she prepares to stab it in the eye with her scimitar, while chuckling gleefully.

Mentally cursing herself for not doing so earlier, Dahlia casts a light spell on the semiprecious chip of tourmaline set into her walking staff. "Solas!" she intones. With a better view of the situation, she sics Snow on the nearest rat-hound by pointing and shouting "Ionsaigh!”

Snow bounds forward and around the corner, biting at the rat-hound that Thisstle is grappling, ripping into its flesh but failing to take it out.

Groog stomps to the nearest one and takes a mighty swing with his blade, giggling ”Kitty!” as he does so. The ‘kitty’ is nearly sliced in half by the orc’s swing. ”Groog broke kitty!”

Being grappled by Thisstle, the thylacine attempts to bite its aggressor, but fails to get its jaw anywhere near Thisstle’s flesh. The second thylacine, and the only other one still alive, growls and charges Thisstle, attempting to bite her as well; This proves to be a failure when all it does is bite into her leather armor, failing to pierce it into her flesh.

<< Encounter: "Someone’s not Housetrained" | Round II | Hazards: Dim Lighting | Encounter Map: See Roll20 Campaign Map >>

_________________________________________________

Thylacine 2:
Standard Action: Bite Thisstle
Attack: 1d20 ⇒ 11 (Miss)

Thylacine 1:
Full Round Action: Charge Thistle
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 (Miss)

The PCs are up! The room is normally lit within 40 feet of Dahlia, Dim everywhere else.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Flurry of grapples (Pin/Damage): 1d20 + 10 ⇒ (19) + 10 = 291d20 + 10 ⇒ (11) + 10 = 21
Damages: 1d4 + 6 + 4d6 ⇒ (2) + 6 + (6, 6, 2, 5) = 27

Thisstle rides the Thylacine into the dirt, pinning its head. With her thighs clamped firmly behind the thing's ears, she jams her scimitar into both its eyes. It thrashes a couple of times before dying. "Hehehehheheehehehe!" Thisstle laughs madly, turning to the next predator. "Run away pouch-doggy, or Thisstle will skull f*@% you with sword too! RAWR!"


Thisstle only obliterated one of the two remaining creatures, btw. Theres still one more!


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog turns and rushes the other kitty before anyone else can interrupt his fun, bringing his blade down on its head in a powerful overhand chop.
__________
Power Attack, Charge: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage if hit: 2d4 + 12 ⇒ (3, 1) + 12 = 16

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