Dungeon Master S's "Wardens of the Reborn Forge" (Inactive)

Game Master Dungeon Master S

Kargatt Mine | Tactical Map | Handouts

Initiative Quickpost:

[dice=Baddies]d20[/dice]
[dice=Aiuda]1d20+7[/dice]
[dice=Bill]1d20+11[/dice]
[dice=Sven]1d20+6[/dice]
[dice=Zelkin]1d20+6[/dice]

Perception Quickpost:

[dice=Aiuda]1d20+23[/dice] LLV (+4 v. Evil Outsiders/Aberrations, +2 Elves/Plants)
[dice=Bill]1d20+12[/dice]
[dice=Sven]1d20+28[/dice]
[dice=Whitestripe]d20+10[/dice] (LLV, DV, Scent)
[dice=Zelkin]1d20+27[/dice]


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I've placed Aiuda so she can shoot

Zelkin rushes up and strikes EXACTLY where he needs to, gutting a huge gash in the gnoll's belly. Pustules explode with the impact (doing 1d4 ⇒ 3 damage to Zelkin.) The gnoll is bleeding heavily, and another perfect hit like that would likely kill it.

Round 1:
Zelkin: Crit!
Bill: Go
Baddies: TBD
Sven: TBD
Aiuda: TBD

DM:

Black: 42
Red:
Blue:
White:
Azer: 15


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill hooks action as he waits to see the potency of his previously cast spells. "Drag them out here! " he yells in Elvish to his team.

-Posted with Wayfinder


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill prepares for the fight while the challenge is met. The gnolls and their leader fly into action. The don't seem to have a problem breathing the fumes, but it still makes it hard for them to focus.

Black: Grabs a longspear next to him and steps back to jab twice at Zelkin, ignoring his wounds for now. ATK 1: 1d20 + 15 ⇒ (8) + 15 = 23 MISS and ATK 2: 1d20 + 10 ⇒ (19) + 10 = 29 he gets the warrior in the thigh with the spear, yipping with glee in the process DMG: 1d8 + 3 ⇒ (1) + 3 = 4

Red: Moves forward, drawing his blunderbuss on the way and takes a shot at Zelkin. The gunfire is loud enough to pierce through the cacophony Touch: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10, but he shoots some of the machinery instead.

Blue: Rushes up next to his companion and does the same: Touch: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15 and wings him for 1d8 + 1 ⇒ (5) + 1 = 6

White: Instead of entering the fray, runs east down a hall. Unfortunately, no one can see him after he runs.

Azer: Holds his sword aloft and moves in to Zelkin, ready for a fight.

Round 1:
Zelkin: Crit!
Baddies: ATK
Sven: Go
Aiuda: Go
Bill: Go

DM:

Black: 42
Red:
Blue:
White:
Azer: 15


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Seeing nothing, Sven and Whitestripe hold their action until something is near them and seeable.

delay


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Due to current judgments and spells the second shot will also miss.

I have enemies here, come join the fun! Zelkin calls out so that others may be able to find him in the fog. He then activates a second judgment (fast healing) and tries to eliminate the wounded enemy!

Attack: 1d20 + 15 ⇒ (3) + 15 = 18 for Damage: 1d10 + 17 ⇒ (5) + 17 = 22
Attack: 1d20 + 15 ⇒ (1) + 15 = 16 for Damage: 1d10 + 17 ⇒ (4) + 17 = 21
Attack: 1d20 + 10 ⇒ (5) + 10 = 15 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18

Obviously the fog is a bigger concern that he originally imagined.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda shouts, "Don't let that one get away! i'm going after him!" With a twist she disappears and reappears behind the enemy line, then keeps moving after the running one.

Ddoor and then move 30' for a total of 80' east. Can't edit map atm.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Zelkin's swings cut only the fog, while Aiuda steps from one place to the next with the gifts earned through a storied career.

Map updated to reflect Aiuda's turn.

The remaining foes all gang up on Zelkin, trying to line up the best shots for the Azer:

Black Slam: 1d20 + 9 ⇒ (20) + 9 = 29 THREAT
Black Confirmation: 1d20 + 9 ⇒ (2) + 9 = 11 DMG: 1d6 + 3 ⇒ (4) + 3 = 7 + a FORT save
Black Slam: 1d20 + 4 ⇒ (19) + 4 = 23 MISS
Red Spear: 1d20 + 15 ⇒ (15) + 15 = 30 DMG: 1d8 + 3 ⇒ (4) + 3 = 7
Red Spear: 1d20 + 10 ⇒ (11) + 10 = 21 MISS
Blue Spear: 1d20 + 15 ⇒ (7) + 15 = 22 MISS
Blue Spear: 1d20 + 10 ⇒ (17) + 10 = 27 DMG: 1d8 + 3 ⇒ (7) + 3 = 10
Azer Sword: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28 DMG if hit: 1d10 + 21 ⇒ (6) + 21 = 27 and ELECTRICITY: 1d6 ⇒ 2
Azer Sword: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 DMG if hit: 1d10 + 21 ⇒ (2) + 21 = 23 and ELECTRICITY: 1d6 ⇒ 3
Azer Sword: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 MISS

The azer then yells at his comrades, "MOVE!"

Round 2
Zelkin: Miss
Baddies: TBD
Sven: TBD
Aiuda: TBD
Bill: TBD

DM:

Black: 42
Red:
Blue:
White:
Azer: 15


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Perhaps I'll remember to tell you that my current AC is 31 after judgments and spells (Haste and Shield of Faith). I forgot to last post. So one hits, then FH5 puts me at 120/129 HP.

Fort: 1d20 + 14 ⇒ (18) + 14 = 32

Zelkin tries to take out the gnoll again! If I do, I'll move on to the azer.

Attack: 1d20 + 15 ⇒ (18) + 15 = 33 for Damage: 1d10 + 17 ⇒ (8) + 17 = 25
Attack: 1d20 + 15 ⇒ (20) + 15 = 35 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18
Attack: 1d20 + 10 ⇒ (3) + 10 = 13 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18

Confirm #1?: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21 for Damage: 1d10 + 17 ⇒ (2) + 17 = 19
Confirm #2?: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29 for Damage: 1d10 + 17 ⇒ (3) + 17 = 20


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Gotcha! Okay, now I've got the AC. Sorry, too many games to mentally track. Zelkin already went this round, but you can definitely keep the rolls for his next turn.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Yeah, well I figured I go on the wraparound so I got it out of the way. No worries, it was my fault for forgetting to update you.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Oh, I forgot we had haste, Aiuda should have moved another 30'.

Aiuda moves up to the hallway where the one ran away and tries to see him. Just part of a move action, I'll post the rest when I know what I see and if I can find him.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda:

Three rectangular pools take up almost half of the area's floor space, and connect to a larger pool beneath the floor. Conveyor belts from the south submerge their cargos in the pools, then transfer the contents to another conveyor that runs east to west along the bottom of the underground pool. A complicated panel board of illuminated switches and levers takes up most of the alcove in the eastern wall. The gnoll is alerting a pair of ratfolk. It appears that they don't want to help...


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

GM:
Aiuda fires on the gnoll.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
damage: 1d8 + 13 ⇒ (7) + 13 = 20

As her arrow sinks into the gnoll, Aiuda calls to the ratfolk, "You'd be on the losing side if you listened to him. I'd stand down if I were you."


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"I learned long ago that smoke and me are not quite friends." Bill tells to Sven as Zelkin lashes out with his curve blade.

"A few mates of mine dragged me to the pub after maths and tossed me a f&&. Took a few drags and found myself hacking on the streets. Vowed never to touch the stuff ever again." remarks Bill as he waits for something to do.

Hold Action.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda:

the ratfolk seem to hear your words, but they spend a moment chewing on them (make an intimidate check.)

Meanwhile you make a solid hit on the gnoll.

Round 2
Zelkin: Miss
Baddies: ATK
Sven: Go
Aiuda: Stuff
Bill: Hold

DM:

Black: 42
Red:
Blue:
White: 20
Azer: 15


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

I understand bill. Oh ! Now I remember something we could try !
Are you able to summon an air elemental ? I could but I don't know their language and will be unable to command it to dissipate the smoke...

Says Sven to Bill.

delay


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

GM:
what's Intimidate?: 1d20 ⇒ 17


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda:

The ratfolk see a lone elf. They out number you 2-1 and there's a gnoll to act as fodder. They look like they're about to light you up.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

GM:
In that case, Aiuda fades into the shadows behind her.

Hide in plain sight
Stealth: 1d20 + 26 ⇒ (9) + 26 = 35


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Gotcha.

Sven and Bill, anything for this round?


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"Apologies, the art of summoning is not my forte." Bill informs Sven as he continues to wait. "However, I speak the flighty language of Auran if you can summon one. "

Still delay. Command elemental to disperse the gas if Sven summons one.

-Posted with Wayfinder


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Gotcha. Waiting on confirmation from Sven then.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

unfortunatelty only the summoner could command the creature summoned ...

I don't think it's possible. Could you make me speaks any language ?

still delay


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill and Sven spend a few moments trying to talk out a strategy. Meanwhile the battle in the fumes rages on!

Zelkin makes two powerful swings, the second severing the gnoll's head! The pustules burst, burning Zelkin a bit (Acid DMG: 2d4 ⇒ (4, 3) = 7) but the gnoll falls dead.

Round 3
Zelkin: ATK
Baddies: ATK
Sven: Go
Aiuda: Go
Bill: Go

DM:

Red:
Blue:
White: 20
Azer: 15
Green:
Yellow:


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"You can kill them, Zelkin!" Bill shouts in aid to the half-elf, thinking that his spells will only hinder the man at this point.

Delay still


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Still in delay


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Bill and Sven continue to let others do the, literal, dirty work.

Round 3
Zelkin: ATK
Baddies: ATK
Sven: Hold
Aiuda: Go
Bill: Hold

DM:

Red:
Blue:
White: 20
Azer: 15
Green:
Yellow:


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda steps out of the shadows and tries to take out the gnoll as quickly as possible.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
damage: 1d8 + 13 ⇒ (3) + 13 = 16

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
damage: 1d8 + 13 ⇒ (8) + 13 = 21

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
damage: 1d8 + 13 ⇒ (7) + 13 = 20

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
damage: 1d8 + 13 ⇒ (3) + 13 = 16

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
damage: 1d8 + 13 ⇒ (8) + 13 = 21

She then slinks back into the shadows.

Stealth: 1d20 + 26 ⇒ (17) + 26 = 43
I think this is the third round for today. I've got nine rounds total.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda takes the gnoll out with the last arrow, leaving two foes who haven't changed their mind, though maybe their tactics.

Round 4
Zelkin: Go
Baddies: TBD
Sven: TBD
Aiuda: TBD
Bill: TBD

DM:

Red:
Blue:
Azer: 15
Green:
Yellow:


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

2d20 ⇒ (9, 7) = 16


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin steps forward in an attempt to engage all of the surrounding enemies. He then attacks the azer, targeting it as his Bane!

Attack: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 for Damage: 1d10 + 17 + 4d6 ⇒ (6) + 17 + (1, 4, 1, 5) = 34
Attack: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31 for Damage: 1d10 + 17 + 4d6 ⇒ (6) + 17 + (3, 6, 3, 2) = 37
Attack: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 for Damage: 1d10 + 17 + 4d6 ⇒ (4) + 17 + (4, 2, 5, 2) = 34


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Unfortunately, only one of Zelkin's attacks makes it through the azer's defense. The hit is a powerful one though.

The pair of gnolls continue to harass Zelkin:

Red Spear 1: 1d20 + 15 ⇒ (7) + 15 = 22
Red Spear 2: 1d20 + 10 ⇒ (17) + 10 = 27
Blue Spear 1: 1d20 + 15 ⇒ (8) + 15 = 23
Blue Spear 2: 1d20 + 10 ⇒ (18) + 10 = 28

But they can't connect with the empowered hero.

The azer gives it a go with a much more practiced hand, swinging for the fences.

ATK 1: 1d20 + 24 - 3 ⇒ (2) + 24 - 3 = 23 MISS
ATK 2: 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36 THREAT
Confirm: 1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25 DMG: 1d10 + 21 ⇒ (3) + 21 = 24
ATK 3: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25

Like Zelkin, only one swing makes it through.

Meanwhile:

Aiuda:

A quartet of bombs comes your way! They don't know where to aim, so they throw blind at a variety of places, but some of it does splash on you.
Yellow Bomb 1: 1d20 + 15 ⇒ (9) + 15 = 24
Yellow Bomb 2: 1d20 + 10 ⇒ (3) + 10 = 13
Green Bomb 1: 1d20 + 15 ⇒ (8) + 15 = 23
Green Bomb 2: 1d20 + 10 ⇒ (8) + 10 = 18

10 fire damage REF DC 19 for half.

Round 4
Zelkin: ATK
Baddies: ATK
Sven: Go
Aiuda: Go
Bill: Go

DM:

Red:
Blue:
Azer: 52
Green:
Yellow:


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

gm:
Ref: 1d20 + 14 ⇒ (9) + 14 = 23 5 damage

Aiuda steps back out with only a few small burn spots. She levels her bow at the ratfolk. "I took out your leader easy enough but I'll spare your lives if you stop fighting."

Intimidate: 1d20 ⇒ 18
Not bad... hopefully there's some sort of bonus for killing the gnoll so quickly.

If they agree to back down, Aiuda lowers her bow. If not, she fires at yellow before returning to the shadows.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
damage: 1d8 + 13 ⇒ (6) + 13 = 19

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
damage: 1d8 + 13 ⇒ (7) + 13 = 20

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage: 1d8 + 13 ⇒ (6) + 13 = 19

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
damage: 1d8 + 13 ⇒ (1) + 13 = 14

Stealth: 1d20 + 26 ⇒ (12) + 26 = 38


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda:

It's an awesome plan. Technically using Intimidate to shaken is a standard action, but I'll give somehting in terms of their tactics.

Aiuda's arrows take one down completely. IT's hard over the din of the machines, but it sounds like the other is fleeing! Unfortunately from here there's no way to know HOW it's escaping.

Round 4
Zelkin: ATK
Baddies: ATK
Sven: Go
Aiuda: Stuff
Bill: Go

DM:

Red:
Blue:
Azer: 52


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Let's try something !

Sven casts gust of wind on the room.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

It looks like it'll work Sven, but it's a line from your spot. You should move first otherwise there's no way to go.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

moved my character :)


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Following Sven's blast of air, Bill looks at him quizzically. "How long have you been holding on to that?" he asks.

He swoops in just behind Zelkin and yells to the half-elf. "Step to the side! Towards me!" Pointing to the Pink Square on the map.

Ready if Zelkin moves there:
Bill will spray the area with his Prismatic Spray, catching the gnolls and azer.

Gnoll Blue: 1d8 ⇒ 7 DC 26 Will; Sent to another plane (Will negates)
Gnoll Red: 1d8 ⇒ 1 DC 26 Reflex; 20 points fire damage (Reflex half)
Azer: 1d8 ⇒ 4 DC 26 Fort; Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin will do as he is asked!


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Sven and Bill finally enter the frackus. The wind instantly pushes the fumes away, but the machinery chugs on, and it doesn't look like it'll last.

It may not matter as Bill lets fly a riotous burst of color so intent that it persists long after in the after image of everyone's vision.

Blue Will: 1d20 + 4 ⇒ (15) + 4 = 19
Red REF: 1d20 + 9 ⇒ (4) + 9 = 13
FORT Azer: 1d20 + 17 ⇒ (6) + 17 = 23

One gnoll is hit with a ray of violet. He instantly vanishes from this world. Perhaps he's luckier, perhaps he's already dead. Either way, he's not here. The other gnoll burns a bit from the ray so red that is melts flesh, but has plenty of fight left.

The azer is hit with a green ray that takes over his entire body. In a moment he too turns green and falls to the ground, limp and lifeless!

The remaining gnoll raises his hands (which are still smoking a bit.) The ratfolk have fled. The room goes still, though the machinery churns on.

Out of combat!


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

And you waited to do that... why? Zelkin then heals himself.

CSW: 3d8 + 14 ⇒ (5, 3, 5) + 14 = 27


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Because we have nothing against the fumes except for a few second of wind to blow away the steam.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

My apologies, I was talking to our flying friend there. Zelkin fails to hide a grin as he proceeds to examine the fallen.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The gnolls have little beyond the standard equipment of blunderbusses and bullets. The Azer has more interesting gear:

Azer:

potions af cure serious wounds (2), +2 full plate, +1 thundering bastard sword, belt of physical might +2 (Dex & Con), cloak of resistance + 1, ring of protection +2, necklace of Adaptation

Map is updated, though the fumes return quickly.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin could use a few of those items. Namely the RoP +2, the necklace and the belt. I assume the potions will go into the party cache. Who needs what?


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"I merely wanted to see what a fight would look like without me taking care of everything." the man says with a straight face back to Zelkin. A few seconds pass before he grins pretty wide.

Bill picks up the sword before availing himself of the nicer air in the previous room. "Ah, a blade befitting my excellence!" he remarks as he swings it around aimlessly. A few minor thunderclaps follow the blade.

He straps the blade to his back and decides to continue the adventuring by ushering Zelkin to the next door.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin sighs and proceeds to the door at the end of the current room. He takes the belt and ring with him and puts them on. At least for now. He also pockets the two potions.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda slides back into the room and announces, "The gnoll is dead but I only took out one of the rats, the other got away. Hopefully he had the sense to fleet this place entirely rather than warn anyone else that we are here. If so, he will have earned a special place in hell."

The elven warrior slides her bow over her shoulder and waves the others down to the end of the room where Zelkin has already started examining the next door. She helps him check for traps before taking her bow back out and nodding that she is ready to continue.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda doesn't sense any traps, but the door is HOT. So hot that you think touching it might burn your hand....


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven follows with Whitestripe.

I can casts protection from fire on another of you. Says Sven looking at the red hot door.

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