Crustypeanut's Iron Gods Campaign (Inactive)

Game Master Crustypeanut

Iron Gods Roll20 Campaign Link

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Aight, just curious to see what Groog and Bonnie do..


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

Groog couldn't always understand what Dorf said. He talked funny. Must not be smart. But Groog did understand one of his words, and figured that's what Dorf wanted him to do.

He stomps over near one of the flashy sparkly things, leaned close, and blew on it like a candle.


Luckily, Bonnie follows Vallan’s example and makes haste out of the room. Groog is not quite as smart, however, and before anyone can pull him out, the room is suddenly filled with arcing electricity bouncing from machine to machine through Groog for nearly six full seconds. Luckily, the orc had moved his head away from the electrical blast in time and suffers only minor electrical burns. What hair he has is standing up on end and he smelts of burnt flesh.

For its part, the machine calms down after its electrical eruption, but continues to sputter, twitch, and hum.

_________________________________________

GM Rolls:

Groog’s Reflex: 1d20 + 2 ⇒ (15) + 2 = 17 (Success)
Damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13
1d6 + 1 ⇒ (4) + 1 = 5

Groog takes 6 damage!


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

Groog blinks dumbfounded for a moment, mis muscles still twitching some. He then roars in anger, and grips his axe tight as he begins flailing it about madly.
__________
Power Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d12 + 12 ⇒ (5) + 12 = 17


Groog smashes his axe into the machine in anger and it responds with another arcing of electricity, using him and his axe as a conduit again. After another full six seconds or so of the orc shuddering and convulsing in a twitching fit, the arc of electricity subsides again and Groog stands there, sizzling and smoking, angry as ever, his axe in his hands.
________________________________________________________

GM Rolls:

Groog’s Reflex: 1d20 + 2 ⇒ (8) + 2 = 10 (Failure)
Damage: 2d6 + 2 ⇒ (6, 3) + 2 = 11
1d6 + 1 ⇒ (6) + 1 = 7

Groog takes 11 more electricity damage and is now a -6 hp but standing due to his Ferocity!

He did 2 damage to the machine after its hardness.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

After the machines discharge their built up energy, Vallan makes his way back into the room. "Told ya, Groog!" he says, shaking his head at the imbecilic orc. The warpriest then walks up to the set of metal doors, and examines them closely (though if the machines start up again, he gets out of there immediately).

Take 20 on perception on the doors.


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)

"Groog!" Hoots yells. "Get back here! Ah recon ah like you better as a friend than as a roast.

"Wil, he's lookin' right peaked, can you fix 'im up?"


Groog complies as ordered by Hoots and leaves the room just before another electrical burst buzzes between the machines. Smiling, smelling of burnt flesh, his hair standing up, Groog allows himself to fall unconscious face-first into the sand. Dahlia quickly runs up and touches him with the wand the group has, and the party waits a full two minutes to allow the healing to work its magic. With two charges of the wand used up, Groog is feeling much better. During the two minutes, the room arced electricity no less than three times, giving the group a chance to predict its outbursts.

During one lull in the electricity, Vallan hops into the room and figures out how to work the door. A simple touch of the panel allows the door to slide open, though it closes a few seconds after he goes through. The rest of the group follows suit quickly enough, and just as they all enter the room, one more burst of electricity happens behind them, arcing and zapping just as the door closes.

The group find themselves in a long, narrow hallway made of the same metal as the rest of the place. The room is brightly lit by panels on the ceiling. To the north-east another door sits, the panel next to it blinking red. The hallway turns right at this door, and as Vallan moves forward quietly as he can, he sees the hallway continues a short ways before it ends in yet another door. Just before this door is another door situated in the slightly-curved wall.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Vallan tries the keycard on the red blinking panel.


With a touch of the card, the blinking red light on the panel turns green and the panel beeps at the dwarf. Having unlocked it, he taps the panel to slide open the door to take a look at the room inside.

The air in this room seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glass-topped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights, while a humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Take 10 on knowledge engi to try to figure out what's going on here.


You are unable to figure out whats going on. Although nothing -looks- inherently dangerous like the last room's sparking machines, you aren't quite sure. Certainly, the room is briming with energy, but nothing sparks or twitches, at least, even if some of the machines do appear to be damaged.


Whatcha guys gonna dooo?


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

Groog walks in, his eyes lit up like a child in a toy store, looking around at all the shiny things.

His grip tightens on his axe...


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

"I dinnae want tae go in there. I don' know what all this s&%&e does, and I'm a bit scared. Can't fight a machine..." Vallan comments to the others. He looks nervously through the doorway into the machine room, waiting to see if anything happens to Groog.


As Groog enters the room, nothing seems to happen. No electrical sparks, no explosions, nothing dangerous. The golden panel aside the violet pillar continues to blink and, as Groog nears it, beeps softly, though it is far from the only blinking light in the room. On the western wall are numerous blank panels, some of which are dark, others are cracked or damaged.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

"Touch the golden bit, Groog," Vallan suggests, "It's waiting fer you. Thas why it's beepin' like that."


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 back at Vallan, and gets a huge smile on his face.

He then turns quickly and slams his hand into the gold blinking light.
__________
Strength: 1d20 + 6 ⇒ (10) + 6 = 16


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As Groog smashes the panel - which surprisingly enough, weathers the impact well - the room suddenly begins to whir and hum. Panels begin to beep furiously and a series of muffled clicking and buzzing sounds can be heard echoing throughout the walls, and a moment later, the circular table flares to light.

Upon the table, curiously enough, is a three-dimensional image of the underground desert the group just passed through. As the group looks at the image, they can see it is a real-time feed; The skeletons they destroyed are visible, as are their tracks. Curiously enough, the entire desert seems to be lit up as if outside in daylight, and there is even a wind blowing through, moving the sand and covering up both their tracks and the skeletal remains.

With the group able to see the entirety of the area they just passed, they notice that they missed a series of caves in the north-eastern region of the area.

Meanwhile, on the western wall, numerous panels light up with static.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Seeing that nothing has blown up, Vallan enters the room, staring at the image on the table. "Wow! That's bloody amazing! Can you imagine the advantage this would give tae one side of a battle? You could knae exactly what's happenin' all at once."

Better than any magic I've ever seen. I wonder how it works?

"Lets explore the other two rooms down here, and then we can head for those caves if we dinnae find Khonnir first."


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Vallan moves to the next door in the hallway and examines it.

Take 10 on perception, check if it's locked etc. If there is a lit up panel, touch it.


The door opens at a touch of the panel, unlocked, and Vallan finds yet another hallway beyond. This one is a great curved hallway that leads both north and south; North, a short distance, is little but rubble beyond yet another door. To the south, however, the hallway stretches onwards and curves around past Vallan’s vision. Like the rooms before them, the hallway is brightly lit.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Leaving the hallway for now, Vallan goes to the farthest door, and tries to open it as well.


A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteen foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls. On the western wall is what appears to be a massive window showing the outside desert.

Standing on one of the chairs is a four-armed creature made of yellowed, desiccated flesh. The creature has the same elongated, alien head and four-arms as the skeletons the group encountered, but this one is different. Wearing what is left of a pair of ragged pants made of some curious material and a red cloak wrapped around its neck, concealing its mouth, the creature carries two short swords and two javelin in its four hands.

The creature speaks, pointing at Vallan with one of its swords. ”Pum klook ug, cloaxatulos blem zo eutsido. Pum axam Hetuath, Flickol eb Peem bel vupp doepro pi culsow te zis oxichaxanco bel axarr otolnitupp. Pum klook ug, pi rot ug gned zaxat Pum axam yeep peem. Io jed!” With that, the creature hops up on the table and looks about to attack.

<< Encounter: "A Last, Lonely Survivor. Sort of." | Round I | Hazards: | Encounter Map: See Roll20 Campaign Map >>

Hetuath throws its javelins at Vallan, but due in part to the unwieldy weapons and throwing them in tandem, not to mention Vallan standing partially around the corner, the javelins both clank against the wall near Vallan and fall to the ground.

”Beer, cemo belth pi vook yeep peem! Pum axam peem dincaxalnaxato, culsow te io pi te rivo bel otolnitupp! Pum skaxarr skaxalo vupp visbeltuno um ug!”

__________________________________________________________

Creature’s Initiative: 1d20 + 8 ⇒ (20) + 8 = 28 28
Party: 6d20 + 1 + 1 + 3 + 4 + 4 + 3 ⇒ (19, 1, 1, 13, 20, 4) + 1 + 1 + 3 + 4 + 4 + 3 = 74 12.3

Hetuath:
Full Round Action: Throw Javelins @ Vallan
Attack: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7 (Miss)
Attack: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 (Miss)

PCs are up! Hetuath is currently standing on the middle of the table and can’t be reached with melee unless someone hops up on the table themselves. Doing so is a DC 10 Acrobatics check that counts as 10 feet of movement.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Vallan calls on Gorum to bless him one last time, and waits for Groog to charge into the chamber. "Ah! There's a monster in there trying tae kill us laddie!" he exclaims.

Standard action; Blessing of War.
No other actions for now.


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

Groog snarls as he sees the pointy sticks come flying into the room. When Dorf looks to him, clearly begging for help, he steps into the room and roars out a challenge to the skin covered skully.

As he approaches he lifts up the skull he acquired in the desert, and drops it on the floor. "Groog tired of four arm men. GROOG KILL YOU ALL! RRRAAAAAGGGGHHHH!"

He then charges the thing, leaping up onto the table and landing with a powerful thud, bringing his axe down on the thing with a powerful overhand chop.
__________
Free Action: Rage
Full Round Action: Charge Power Attack

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Raged Power Attack: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage: 1d12 + 15 ⇒ (10) + 15 = 25


...miss.


Round I Recap

Hetuath throws its javelins at Vallan, but due in part to the unwieldy weapons and throwing them in tandem, not to mention Vallan standing partially around the corner, the javelins both clank against the wall near Vallan and fall to the ground.

”Beer, cemo belth pi vook yeep peem! Pum axam peem dincaxalnaxato, culsow te io pi te rivo bel otolnitupp! Pum skaxarr skaxalo vupp visbeltuno um ug!”

Groog snarls as he sees the pointy sticks come flying into the room. When Dorf looks to him, clearly begging for help, he steps into the room and roars out a challenge to the skin covered skully.

As he approaches he lifts up the skull he acquired in the desert, and drops it on the floor. "Groog tired of four arm men. GROOG KILL YOU ALL! RRRAAAAAGGGGHHHH!"

Vallan calls on Gorum to bless him one last time, and waits for Groog to charge idnto the chamber. "Ah! There's a monster in there trying tae kill us laddie!" he exclaims.

He then charges the thing, leaping up onto the table and landing with a powerful thud, bringing his axe down on the thing with a powerful overhand chop, though the creature steps out of the way just barely in time to avoid the massive blow.

Hoots follows Groog into the room and takes a crack-shot at the creature, but misses. Even though the bullet grazed it, it doesn’t appear to have taken any damage.

Dahlia takes a moment to cast a defensive spell upon Snow. A second later, she yells ”Ionsaigh!” and the cat leaps into action, following Groog and hopping up on the table.

Bonnie, meanwhile shuffles forward in his armor, stopping right behind Vallan. With a word of prayer, he grants everyone his blessing.

<< Encounter: "A Last, Lonely Survivor. Sort of." | Round II | Hazards: | Encounter Map: See Roll20 Campaign Map >>

”Io jed, vecklor, io riko vupp slifosmon, axarr fupp vupp whaxact.” The creature speaks as it slashes at Groog with both of its wicked shortswords, cutting deep gashes into the orc’s chest. It follows up with a pair of slams with its fists, misses with one, but punches Groog right in one of the recent wounds with the other. Groog, though still standing, can’t take any more of this and is kept on his feet through sheer orcish ferocity.

Vallan moves forward an casts a defensive spell to enhance his own abilities, stopping just short of the table.

_____________________________________________

Hoots:
Move Action: Move Inside the Room
Standard: Fire @ Hetuath (Using Up Close and Deadly)
>Attack: 1d20 + 5 + 1 - 4 ⇒ (6) + 5 + 1 - 4 = 8 (Miss)
>>Up Close and Deadly: 1d6 - 5 ⇒ (3) - 5 = -2 (No Damage)

Dahlia:
Free Action: Push Snow
Standard Action: Cast Shield on Snow

:Snow:
Move Action: Move to Table
Move Action: Move onto Table
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

Bonnie:
Move Action: Move up next to Vallan
Standard: Cast Bless

Hetuath:
Full Round Action: Full Attack @ Groog
Shortsword 1: 1d20 + 7 ⇒ (14) + 7 = 21 (Hit)
>Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Shortsword 2: 1d20 + 7 ⇒ (14) + 7 = 21 (Hit)
>Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Slam 1: 1d20 + 2 ⇒ (6) + 2 = 8 (Miss)
Slam 2: 1d20 + 2 ⇒ (19) + 2 = 21 (Hit)
>Damage: 1d6 + 2 ⇒ (5) + 2 = 7

PCs are up! Everyone has Bless for 10 rounds, granting them a +1 to attack. Groog is at -6 hit points, staggered and bleeding but still up.


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

Groog continues to roar, refusing to let some puny four arm beat him and his pets at Smashy Smashy. He buries his axe deep in it's abdomen.
__________
Rage, Power Attack, Bless: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d12 + 15 ⇒ (2) + 15 = 17


Btw, you guys can tell this thing has DR 5/??


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 steps a hair closer and tries his best to take the alien out, but in the chaos of melee and not wanting to hit his friends, he misses, watching the bullet once again graze harmlessly off it's armored body.

He calls out, "Groog, nap time! We'll have cookies and smashing when you wake up."

pistol: 1d20 + 5 + 1 - 8 ⇒ (16) + 5 + 1 - 8 = 14
damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10


Round II Recap

”Io jed, vecklor, io riko vupp slifosmon, axarr fupp vupp whaxact.” The creature speaks as it slashes at Groog with both of its wicked shortswords, cutting deep gashes into the orc’s chest. It follows up with a pair of slams with its fists, misses with one, but punches Groog right in one of the recent wounds with the other. Groog, though still standing, can’t take any more of this and is kept on his feet through sheer orcish ferocity.

Vallan moves forward an casts a defensive spell to enhance his own abilities, stopping just short of the table.

Groog continues to roar, refusing to let some puny four arm beat him and his pets at Smashy Smashy. He buries his axe deep in it's abdomen. Then, at Hoosible’s request, Groog lets his rage leave him and he falls unconscious on the table.

Hoots steps a hair closer and tries his best to take the alien out, but in the chaos of melee and not wanting to hit his friends, he misses, watching the bullet once again graze harmlessly off it's armored body.

He calls out, "Groog, nap time! We'll have cookies and smashing when you wake up."

Dahlia moves forward to the door and casts a defensive spell on herself as she watches Snow claw and bite at the creature. However, Snow misses and is unable to find any purchase with Hetuath’s rotten flesh.

Finally, Bonnie moves into the room and channels positive energy, healing everyone save Hetuath.

<< Encounter: "A Last, Lonely Survivor. Sort of." | Round III | Hazards: | Encounter Map: See Roll20 Campaign Map >>

”Eno pewn. Zo loch wirr berred dinke poaxath pi axackuisk. Io. Io. IO!”

Hetuath slashes at Snow, missing his first attempt but getting a good, hard hit upon Snow’s face with his second, nearly dropping the poor cat with a single blow. Luckily, he misses with his two slams and Snow remains standing, if only barely.

Bonnie, in response, Channels again to heal everyone. Snow and Groog’s wounds mend before their eyes and Snow, in response, attacks. Although snow misses most of his attacks, one claw grazes the creature, even dealing a bit of damage.

Dahlia moves in next to Groog and pulls out the wand, hoping to help the insane orc.
________________________________________

Dahlia:
Move Action: Move Forward
Standard Action: Cast Shield on herself

Snow:
Full Round Action: Full Attack on Hetuath
Bite: 1d20 + 4 ⇒ (12) + 4 = 16 (Miss)
Claw 1: 1d20 + 4 ⇒ (4) + 4 = 8 (Miss)
Claw 2: 1d20 + 4 ⇒ (15) + 4 = 19 (Miss)
Shield has 9 Rounds Remaining

Bonnie:
Move Action: Move Forward
Standard: Channel Positive Energy to Heal
1d6 + 1 ⇒ (6) + 1 = 7
Bless has 9 Rounds Remaining

Hetuath:
Full Round Action: Full Attack @ Snow
Shortsword 1: 1d20 + 7 ⇒ (2) + 7 = 9 (Miss)
Shortsword 2: 1d20 + 7 ⇒ (20) + 7 = 27 (Hit, Critical Threat)
>Confirmation: 1d20 + 7 ⇒ (15) + 7 = 22 (Crit)
>>Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Slam 1: 1d20 + 2 ⇒ (1) + 2 = 3 (Miss)
Slam 2: 1d20 + 2 ⇒ (5) + 2 = 7 (Miss)

Bonnie:
Standard: Channel Positive Energy to Heal
1d6 + 1 ⇒ (5) + 1 = 6
Bless has 8 Rounds Remaining

Dahlia:
Move action: Move to Groog
Move Action: Draw Wand of Infernal Healing

Snow:
Full Round Action: Full Attack on Hetuath
Bite: 1d20 + 4 ⇒ (15) + 4 = 19 (Miss)
Claw 1: 1d20 + 4 ⇒ (16) + 4 = 20 (Hit)
>Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 4 ⇒ (6) + 4 = 10 (Miss)
Shield has 8 Rounds Remaining

PCs are up! Everyone has Bless for [/b] 8 rounds[/b], granting them a +1 to attack. Groog is Fatigued for 3 more rounds.


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

Groog wakes up to see the game of Smashy Smashy is still going on. He was wanting to sleep, but refused to quit a game that had not finished. He grabs his axe and takes a futile swing at the things legs, missing terribly.
__________
Power Attack, Fatigued, Prone: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Vallan clambers up onto the table, his sword and armor clanging against it noisily. He stands on the table and takes a swing at the four armed alien creature. "Leave the orc and cat alone, freak! I'll fight ye!" he shouts at the creature. That thing cut down Groog like he was a wee babe. Gorum lend me strength!

Acrobatics: 1d20 - 3 ⇒ (15) - 3 = 12
Attack (Bless): 1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
War Mind to AC. So AC is 19 for now.


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 runs around the other side of the table, hoping to find himself a clear shot. As he does so he pours some powder into his pistol and loads it with some new bullets.


Round III Recap

”Eno pewn. Zo loch wirr berred dinke poaxath pi axackuisk. Io. Io. IO!”

Hetuath slashes at Snow, missing his first attempt but getting a good, hard hit upon Snow’s face with his second, nearly dropping the poor cat with a single blow. Luckily, he misses with his two slams and Snow remains standing, if only barely.

Bonnie, in response, Channels again to heal everyone. Snow and Groog’s wounds mend before their eyes and Snow, in response, attacks. Although snow misses most of his attacks, one claw grazes the creature, even dealing a bit of damage.

Dahlia moves in next to Groog and pulls out the wand, hoping to help the insane orc.

Groog wakes up to see the game of Smashy Smashy is still going on. He was wanting to sleep, but refused to quit a game that had not finished. He grabs his axe and takes a futile swing at the things legs, missing terribly.

Vallan clambers up onto the table, his sword and armor clanging against it noisily. He stands on the table and takes a swing at the four armed alien creature. "Leave the orc and cat alone, freak! I'll fight ye!" he shouts at the creature. That thing cut down Groog like he was a wee babe. Gorum lend me strength!

Hoots runs around the other side of the table, hoping to find himself a clear shot. As he does so he pours some powder into his pistol and loads it with some new bullets.

<< Encounter: "A Last, Lonely Survivor. Sort of." | Round IV | Hazards: | Encounter Map: See Roll20 Campaign Map >>

”Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io.” Hetuath chants one word of its alien language at it steps away from the maniac orc and attempts to skewer Vallan. Although it misses most of its attacks, one of its shortswords finds purchase and gives Vallan a deep cut.

Meanwhile, Dahlia, behind Groog, taps the wand on the Orc’s shoulder and Groog can feel his wounds mending.

Bonnie continues to heal everyone with his positive energy, and Snow makes a futile attempt at biting and clawing at the thing.

________________________________________________________________

Hetuath:
Full Round Action: Full Attack @ Vallan
Shortsword 1: 1d20 + 7 ⇒ (11) + 7 = 18 (Miss)
Shortsword 2: 1d20 + 7 ⇒ (14) + 7 = 21 (Hit)
>Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Slam 1: 1d20 + 2 ⇒ (16) + 2 = 18 (Miss)
Slam 2: 1d20 + 2 ⇒ (3) + 2 = 5 (Miss)

Bonnie:
Standard: Channel Positive Energy to Heal
1d6 + 1 ⇒ (5) + 1 = 6
Bless has 7 Rounds Remaining

Dahlia:
Standard: Cast Infernal Healing on Groog from the wand
Shield has 8 Rounds Remaining

Snow:
Full Round Action: Full Attack on Hetuath
Bite: 1d20 + 4 ⇒ (11) + 4 = 15 (Miss)
Claw 1: 1d20 + 4 ⇒ (7) + 4 = 11 (Miss)
Claw 2: 1d20 + 4 ⇒ (8) + 4 = 12 (Miss)
Shield has 7 Rounds Remaining

PCs are up! Everyone has Bless for [/b] 7 rounds[/b], granting them a +1 to attack. Groog is Fatigued for 2 more rounds.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Vallan cries out in pain as he dodges to the side of the creature. He anticipates Groog regaining his feet, and waits for the orc to attack before he swings his blade again. The nimble alien jumps right out of the way of his slash.

5' step. Ready an attack for when Groog is in flanking position.
Attack (Bless, Flanking): 1d20 + 3 + 1 + 2 ⇒ (9) + 3 + 1 + 2 = 15
War mind to AC again.


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

Groog stands and steps over to the thing that is hurting his friends. He brings his axe down across it's back, opening a deep gash along it's spinal musculature.

"You die now, puny man!"
___________

Power Attack, Fatigue, Bless, Flanking: 1d20 + 6 - 1 + 1 + 2 ⇒ (19) + 6 - 1 + 1 + 2 = 27
Damage: 1d12 + 10 ⇒ (2) + 10 = 12


Round IV Recap

”Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io.” Hetuath chants one word of its alien language at it steps away from the maniac orc and attempts to skewer Vallan. Although it misses most of its attacks, one of its shortswords finds purchase and gives Vallan a deep cut.

Meanwhile, Dahlia, behind Groog, taps the wand on the Orc’s shoulder and Groog can feel his wounds mending.

Bonnie continues to heal everyone with his positive energy, and Snow makes a futile attempt at biting and clawing at the thing.

Even Hoots misses, the bullet grazing Hetuath’s head, but dealing no damage.

<< Encounter: "A Last, Lonely Survivor. Sort of." | Round V | Hazards: | Encounter Map: See Roll20 Campaign Map >> ddd

”Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. Io. IO.” Hetuath takes his shortswords and shoves them into Groog’s abdomen, causing Groog to sputter and cough up blood. The alien monstrosity twists the blades then yanks them out of the orc without any remorse, though Groog remains standing, surprisingly enough.

__________________________________________

Hoots:
Standard: Shoot @ Hetuath (Using Up Close and Deadly)
Attack: 1d20 + 5 + 1 + 1 - 4 ⇒ (10) + 5 + 1 + 1 - 4 = 13
Up Close and Deadly’s half-damage can’t hurt Hetuath

Hetuath:
Full Round Action: Full Attack @ Groog
Shortsword 1: 1d20 + 7 ⇒ (19) + 7 = 26 (Hit, Critical Threat)
>Shortsword 1 Confirmation: 1d20 + 7 ⇒ (13) + 7 = 20 (Crit)
>>Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Shortsword 2: 1d20 + 7 ⇒ (17) + 7 = 24 (Hit)
>Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Slam 1: 1d20 + 2 ⇒ (5) + 2 = 7 (Miss)
Slam 2: 1d20 + 2 ⇒ (3) + 2 = 5 (Miss)

PCs are up! Everyone has Bless for 6 rounds, granting them a +1 to attack. Groog is fatigued for 1 more round.


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

Rest in peace, Groog!

Vallan cries out in shock as Groog is felled nearly felled. The warpriest slips around behind the creature and tries to cut it again, but his boot slips in the puddle of Groog's blood and he misses the alien again. What's happening? I can't hit it at all! It's going to kill Groog!

5' step.
Attack (Flanking, Bless): 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11 Miss


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

Groog glares at the alien as it removes it's blades from his abdomen. "You good."

He then raises his axe and roars, "GROOG! BEST!" and brings the thing across it's throat, removing it's head from it's shoulders.

He then grabs the head, and hops off the table. He pulls out a chair and sits, leaning back and kicking his feet up on the table. He slams the things head down by his feet, so that he can stare into it's eyes as he passes out.
__________
Power Attack, Fatigue, Bless, Flanking: 1d20 + 6 - 1 + 1 + 2 ⇒ (13) + 6 - 1 + 1 + 2 = 21
Damage: 1d12 + 10 ⇒ (11) + 10 = 21


Combat Finished!

As the group settle down after their fight, Groog takes a nap on one of the rather comfortable, if slightly blood-splattered, chairs. On the screen to the west is a rather relaxing image of the desert the group passed; Although peaceful and serene, it certainly looks alien. The sky is of a reddish-tinge with rolling gray clouds and a bright, red sun.

In addition, you guys Are now level 2! Once you go and rest, that is. Burning the rest of Bonnie's channeling to heal Groogy back up so he can carry the bodies and loot back.

Channel x2: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Loot:
2 Javelins
2 Mwk Shortswords
A magical red Cloak

Alrighty, whatcha guys going to do?


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

"Let's close the door and rest here. I'm out of spells, and I'm sure the rest of you are too. In any case Groog looks tired, nae?"

Vallan walks over to the door of the room and touches the panel to close it. He tries to use the keycard to lock the door.


The door beeps in response as Vallan presses the keycard to the panel, and a red light is blinking. Based off the earlier door they encountered, Vallan is positive the door is now safely locked and secured.


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

As Groog sleeps away in the chair, he has beautiful dreams. Smashing the grey-skinned woman to bits. Demolishing the four-armed skeletons. Beating the four-armed man at Smashy Smashy.

He chuckles periodically in his sleep, a bit of drool dangling from the corner of his lip and tusk.


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

Groog wakes up after several hours of sleeping, and looks around the room. He spies his trophy first, and smiles. He then wanders around the room, trying to be quiet but in actuality making a lot of racket. He is mumbling to himself, "String. Find string."


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

"Nochtann an draíocht anseo." Dahlia intones, then examines the cloak.

Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20


HP:18/18; Blessings 3/4, Fervor 1/4
Stats:
AC 20, touch 11, flat-footed 19 // Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and SLAs // CMD 15 (19 vs. bull rush, trip)

"What do you need string fer laddie?" Vallan asks groggily, after being awoken by the sounds of Groog's rummaging. Damned Tusker, so loud!


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

"Need string for neck band."

He looks back towards Dorf, then turns back and adds, "Need lots string."


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

"Groog, darling, please don't break anything in this room looking for string," Dahlia says.

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