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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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

All right, but I'd stand back as I open it. Cast your spell.


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

With the spell cast, Zelkin grabs the red hot handle and opens the door to the smelting room. It doesn't look like there's much here, though

[u]BOOM![/u]

An explosion rocks the room back at the entrance near Whitestripe (see red explsion on map).

The machinery grinds to a halt.

In a baritone voice, thickly accented with the wide vowels of Giantish, a voice from outside fills your ears,

PEONS! You have distrupted my work! I give you to the count of FIVE to throw down your arms and come out. If you leave now, you leave alive and with your lives. You will not be given a better offer."


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 sighs. "I suppose that peons is us?" he asks to his team as he turns to looks towards the explosion, expecting a giant to stand amongst its midst.


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 make his way back toward the source of all of the commotion, looking for its source. Wouldn't you think so, Bill?


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 shrugs. "Peons or no, we're not leaving." She tries casting a spell so that she can see invisibility.


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 casts again gravity bow and aspect of the falcon on himself.


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 See Invisibility should also still be active.

Zelkin will cast Magic Circle vs Evil, centered on himself. We'll throw down, but it will be with weapons armed and ready.


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

FACE ME COWARDS!"

The voice is coming from the courtyard...

With buffs measured in rounds coming out, we'll switch to initiative. It seems like the voice is in the area outside by the waterfall.


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

Baddies: 1d20 + 4 ⇒ (2) + 4 = 6
Aiuda: 1d20 + 7 ⇒ (3) + 7 = 10
Bill: 1d20 + 11 ⇒ (14) + 11 = 25
Sven: 1d20 + 6 ⇒ (19) + 6 = 25
Zelkin: 1d20 + 6 ⇒ (18) + 6 = 24


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

Round 1:

Bill: Go
Sven: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD


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 flies through the room towards the conveyor belt leading to the waterfall and scans the area outside. "Are you even able to count to five, rock brains?" he bellows.

Move Action, waiting on what I see to determine my Standard.


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

Bill:

The gnolls are all eyes on you, with weapons trained, though they didn't seem to know EXACTLY where you would emerge from, so they're not "ready".

What's REALLY in the courtyard of concern is the massive giant. It's some kind of mutated Hill giant with a canon for a right arm. He's aiming it to and fro like he's just waiting for somethign to blow up. His skin looks like the bark of an oak tree and he's moving supernaturally fast.


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 draws from the primal magic of the area and tries to conjure forth a blast of hot air in the area to slow down the giant before him.

Concetration-DC 32: 1d20 + 27 ⇒ (1) + 27 = 28
Concetration-DC 32: 1d20 + 27 ⇒ (18) + 27 = 45 Reroll from Fortunate Charm.

The bell charm attached to his waist jingles as he concentrates, giving him the extra edge to conjure from the depths of pure magic as a Sirocco appears around the giant.

Bill smiles as the fiery wind beats down on the giant.

DC 25 Fortitude to halve damage and not be knocked prone; Fatigued, regardless of save.
Fire Damage: 4d6 + 14 ⇒ (5, 5, 6, 4) + 14 = 34


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

Good time to use the reroll! I still need an SR check though.


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 double move to the area near where Bill is flying. He then activate his judgments of protection and resiliency, having it surge to a power greater than normal.

Current AC 29, DR 4 vs Evil


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 follows quickly behind. Double move.


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 |

Followed by Whitestripe, Sven follows his comrades not without calling the strength of the bull and the dexterity of the tiger to his help.

double move


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

The party rushes to the courtyard. Botting the Spell Penetration check (ou RM pour Sven.) SR: 1d20 ⇒ 20

The spell bursts through the giant's resistance, but nevertheless, he's not a simple gnoll grunt: FORT: 1d20 + 20 ⇒ (9) + 20 = 29

The gnolls, guns drawn either make a run for it, or hold ready. The giant moves towards the edge of the sirocco. He can't escape it though, and seems confident that he can beat the spell.

He takes aim at Bill with his arm canon. This close, it's an easy shot (Versus Touch AC) ATK: 1d20 + 20 ⇒ (4) + 20 = 24 for DMG: 6d6 + 4 ⇒ (3, 4, 6, 5, 6, 3) + 4 = 31.

His roar is half laugh, half fury.

Round 2:

Bill: Go
Sven: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD

DM:

Black:
Red:
Orange:
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 17


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 use Dimensional Hop to reach the enemy and take a swing! He'll try to add to his effectiveness by using Forceful Strike, swift action, extra damage on hit: 10d4 ⇒ (4, 4, 4, 1, 3, 3, 3, 4, 4, 2) = 32

Attack: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18
Confirm?: 1d20 + 14 + 4 + 8 ⇒ (2) + 14 + 4 + 8 = 28 for Damage: 1d10 + 17 ⇒ (2) + 17 = 19
If Forceful Strike crits: 10d4 ⇒ (2, 2, 2, 4, 2, 3, 3, 1, 2, 2) = 23

Bull Rush effect from Forceful Strike vs CMD: 1d20 + 14 ⇒ (9) + 14 = 23

Spell Resistance: 1d20 + 14 ⇒ (14) + 14 = 28

I'm not sure if I need to cast Forceful Strike before I move or after I hit so if it provokes that's OK. Also, I misread my Resiliency judgment, I don't want to use that one. I'd rather have Justice.


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

Zelkin is there in the blink of an eye with a solid hit, though not as telling as he had hoped. Still, the hit is a good one, and wounds bleed as they're made.

Round 2:

Bill: Go
Sven: Go

Zelkin: ATK!
Aiuda: Go
Baddies: TBD

DM:

Black:
Red:
Orange:
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 67


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

I was still editing my post and you ninja'd me. Tell me if its OK to retcon that judgment, it may change to confirm on the crit. I also need to ask if the judgment bonus to confirm crits stacks with Critical Focus or not. I think it does since its a sacred bonus and a circumstance bonus.


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 casts bloody claws on his friend and moves with Withestripe to have a good view on their ennemy.

RM :) for whistripe: 1d20 + 14 ⇒ (6) + 14 = 20


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

They definitely stack if they're different bonus types. You're welcome to go back on the judgement, but as to whether or not it confirms... we shall see :-)

Sven prepares for the big fight!

Round 2:

Bill: Go
Sven: Buff
Zelkin: ATK!
Aiuda: Go
Baddies: TBD

DM:

Black:
Red:
Orange:
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 67


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

As the gnolls start coming in from the side Aiuda tries to take them out. So just black for now, as that's all she can see.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (8) + 15 = 23
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 1d8 + 13 ⇒ (2) + 13 = 15

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d8 + 13 ⇒ (3) + 13 = 16

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 + 13 ⇒ (5) + 13 = 18

Confirm:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 2d8 + 26 ⇒ (5, 2) + 26 = 33


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
Dungeon Master S wrote:

They definitely stack if they're different bonus types. You're welcome to go back on the judgement, but as to whether or not it confirms... we shall see :-)

Excellent, thanks. I wait with great anticipation.


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

It takes quite a few arrows, but Aiuda takes the gnoll down. Her last arrow right through the forehead.

Round 2:

Bill: Go
Sven: Buff
Zelkin: ATK!
Aiuda: ATK
Baddies: TBD

DM:

Red:
Orange:
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 67


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)

The fiery winds slam into the cannon-armed gnoll as the projectile breaks a few of Bill's ribs. "Not a wise move..." the man remarks as he groans in pain.

Sirocco-Take 2: 4d6 + 14 ⇒ (3, 2, 4, 5) + 14 = 28
DC 25 Fortitude to halve damage and not be knocked prone; Exhausted, regardless of save.

"Let's burn off some more flesh..." he says grumpily as three rays of flame burst from the tip of his staff and aim for the exhausted gnoll boss.

Scorching Ray @ Leader | In Combat: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Fire Damage: 4d6 ⇒ (4, 1, 2, 6) = 13

Scorching Ray @ Leader | In Combat: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
Fire Damage: 4d6 ⇒ (4, 3, 2, 1) = 10

Scorching Ray @ Leader | In Combat: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Fire Damage: 4d6 ⇒ (4, 5, 6, 6) = 21

As Bill spells continue to thrash the gnoll, he seeks cover from the cannon and flies south.


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

The winds continue to beat down on the hill giant. (The leader is a hige hill giant, not a gnoll.)

FORT: 1d20 + 20 ⇒ (15) + 20 = 35. Still he takes the fiery wind without issue. The wizard adds another bit of fire to the mix, striking twice!

The gnolls, now with targets, take a more directed action:

Two step over their fallen comrade as if he were naught more than slag from the forge. They both take aim and fire at Aiuda (Touch AC):

Red: 1d20 + 12 ⇒ (11) + 12 = 23 DMG if hit: 1d8 + 1 ⇒ (8) + 1 = 9
Orange: 1d20 + 12 ⇒ (12) + 12 = 24 DMG if hit: 1d8 + 1 ⇒ (6) + 1 = 7

Yellow barrels towards the archer, dropping his gun and holdin a longspear.

Two more spit, and use their grit to take pot shots at Zelkin:
Red: 1d20 + 12 ⇒ (2) + 12 = 14 DMG if hit: 1d8 + 1 ⇒ (7) + 1 = 8
Orange: 1d20 + 12 ⇒ (15) + 12 = 27 DMG if hit: 1d8 + 1 ⇒ (7) + 1 = 8

The remaining three run across the wall, looking to come in around inside.

The giant has death for Zelkin in his eyes. He slams the canon into the warrior's head while beating him mercilessly with the club held in the other hand: (Yes, he's evil)

Club 1: 1d20 + 26 ⇒ (11) + 26 = 37 DMG: 2d6 + 10 ⇒ (2, 2) + 10 = 14
Club 2: 1d20 + 21 ⇒ (18) + 21 = 39 DMG: 2d6 + 10 ⇒ (6, 2) + 10 = 18
Club 3: 1d20 + 16 ⇒ (2) + 16 = 18 MISS
Club 4: 1d20 + 11 ⇒ (11) + 11 = 22 MISS
Slam: 1d20 + 20 ⇒ (2) + 20 = 22 MISS

Round 3:

Bill: Go
Sven: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD

DM:

Red:
Orange:
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 112


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 curses under her breath as she is injured but she keeps her form straight and continues to fire at the gnolls. Starting with orange.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d8 + 13 ⇒ (7) + 13 = 20

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d8 + 13 ⇒ (5) + 13 = 18


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 takes 8 from the gnolls and 32 from the giant.

Zelkin elects to go toe-to-toe with the giant, making the creature his Bane! I think this stacks also.

Attack: 1d20 + 18 + 4 ⇒ (13) + 18 + 4 = 35 for Damage: 1d10 + 17 + 4d6 ⇒ (2) + 17 + (4, 2, 4, 3) = 32
Attack: 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22 for Damage: 1d10 + 17 + 4d6 ⇒ (1) + 17 + (3, 1, 2, 5) = 29


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

This time Aiuda can't finish off her foe quickly, and the gnoll takes a pair of arrows without dropping.

Zelkin bravely stands his ground, answering the giant's barrage with a single slice of his own. The power and magic of the slice makes the wound deeper than expected.

Round 3:

Bill: Go
Sven: ATK
Zelkin: Go
Aiuda: ATK
Baddies: TBD

DM:

Red:
Orange: 34
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 144


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

You marked Sven as ATK, not me.


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 casts named bullet and commands Whitestripe to attack the giant.


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Whitestripe leaps under the pool and bites the giant human !

Bite: 1d20 + 23 ⇒ (20) + 23 = 43
Damages (+7 bleed): 1d4 + 22 ⇒ (1) + 22 = 23

crit confirm: 1d20 + 23 ⇒ (15) + 23 = 38
additional damages: 1d4 + 22 ⇒ (3) + 22 = 25


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

Oops, fixed.

Sven prepares with a wicked shot, while Whitestripe closes with the giant:

AoO: 1d20 + 20 ⇒ (19) + 20 = 39 Despite the giant's skill, Whitestripe dodges the attack Hot damn, that AC is ridiculous.

The tiger clamps down and tears a section of leg out that contains an artery. The giant begins to bleed profusely.

Round 3:

Bill: Go
Sven: ATK
Zelkin: Buff & ATK
Aiuda: ATK
Baddies: TBD

DM:

Red:
Orange: 34
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 192 (7 bleed)


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)

Hold Action.

-Posted with Wayfinder


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)

Actually, I take that back after looking at the map.

Bill incants a few arcane words as he extends his free hand with his fingers pointed at the orange-tinged gnoll. From each finger, a blast of pure arcane magic erupts and slams into the gun-toting creature. "I figured you could use some help, Aiuda!" he calls out.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

If Orange falls from less than all of them, redirect the rest to Red.


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

Magic missile requires you to pick your targets all at once, no worry here though. Bill slams a quintet of missiles into the gnoll, but the creature takes the hit and fights on.

--------------------
Forgive the lack of prose, this many baddies makes for a long post as is:

Red: Reload and shoot at Aiuda: Blunderbuss v. Touch: 1d20 + 12 ⇒ (7) + 12 = 19 DMG if hit: 1d8 + 1 ⇒ (4) + 1 = 5
Orange: Reload and shoot at Aiuda Blunderbuss v. Touch: 1d20 + 12 ⇒ (2) + 12 = 14 DMG if hit: 1d8 + 1 ⇒ (8) + 1 = 9
Yellow: Tries to spear Aiuda Longspear: 1d20 + 15 ⇒ (3) + 15 = 18 MISS
Green: Use grit, target Zelkin's touch. Blunderbuss v. Touch: 1d20 + 12 ⇒ (13) + 12 = 25
Turquoise: Use grit, target Zelkin's touch. Blunderbuss v. Touch: 1d20 + 12 ⇒ (12) + 12 = 24 DMG if hit: 1d8 + 1 ⇒ (8) + 1 = 9
Blue: Use grit, target Zelkin's touch. Blunderbuss v. Touch: 1d20 + 12 ⇒ (7) + 12 = 19 DMG if hit: 1d8 + 1 ⇒ (4) + 1 = 5
Purple: Double move
White: Double move

The giant loads some kind of shot into his arm with frightening speed. When he fires, a deluge of scrapmetal sprays forth, catching Whitestripe and Zelkin in the blast (Targeting touch) Spray: 1d20 + 20 ⇒ (5) + 20 = 25
DMG if hit: 6d6 + 4 ⇒ (3, 4, 5, 6, 6, 3) + 4 = 31
The giant continues to spray blood from his wounds.

Round 4:

Bill: Go
Sven: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD

DM:

Red:
Orange: 53
Yellow:
Green:
Turquoise:
Blue:
Purple:
White:
Gurstweld: 199 (7 bleed)


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

Green hit my Touch AC: 1d8 + 1 ⇒ (8) + 1 = 9 Self-inflicting dice, eek. Took a total of 54 so I'm down to 46/143 HP.

Zelkin hopes to end the giant before the enemy ends him!

Attack: 1d20 + 20 ⇒ (15) + 20 = 35 for Damage: 1d10 + 17 + 4d6 ⇒ (8) + 17 + (3, 6, 3, 6) = 43
Attack: 1d20 + 15 ⇒ (5) + 15 = 20 for Damage: 1d10 + 17 + 4d6 ⇒ (5) + 17 + (1, 4, 6, 2) = 35

Confirm?: 1d20 + 20 + 4 + 4 ⇒ (16) + 20 + 4 + 4 = 44 for Damage: 1d10 + 17 ⇒ (2) + 17 = 19

Sven and I are still under the effects of Sacred Bond so if he wants to heal me he can do so from close range instead of touch.


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 takes a few shards from the blunderbussae but her head stays cool as she continues to fire at the gnolls. Start with orange, then work my way around.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d8 + 13 ⇒ (5) + 13 = 18

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (5) + 15 = 20
damage: 1d8 + 13 ⇒ (4) + 13 = 17

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 13 ⇒ (6) + 13 = 19

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d8 + 13 ⇒ (2) + 13 = 15


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

Zelkin's next swing shall be spoken of by the bards for ages to come. The giant's belly spills forth as Aiuda's arrows knock his uper body backwards.

The giant hits the ground with a crash.

The gnolls instantly drop their weapons and flee. Anything that can kill the mighty Gurstweld is far too powerful for them. They jump off the walls, preferring their chances with the Wastes than with you.

You take a moment to look about and realize that YOU are the current masters of the Magator Facient...

Out of combat!


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

With a quick motion Aiuda returns her bow to her shoulder and rushes out to check on Zelkin. "Good work. Could he really have been the mastermind behind the malfunctioning constructs though? Doesn't seem like a plan a giant would pull off on his own. Before we leave this place, let's scour it for any last clues or evidence we can take with us. If nothing else, we can take the head and maybe the canon-arm of that brute with us as evidence of who has been messing with the constructs."


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 goes down to one knee, carefully examining his wounds. He then nods to the ranger. [b]I agree. Perhaps we should sweep this area one more time. There may be more gnolls or ratmen about as well. He then pauses, I wouldn't disagree to making camp but only if we feel the area is secure.

Zelkin starts to heal himself and the party.

Cast Cure Serious Wounds: 3d8 + 14 ⇒ (2, 6, 7) + 14 = 29
Cast Cure Serious Wounds: 3d8 + 14 ⇒ (7, 1, 6) + 14 = 28

Cure Light Wounds, Mass: 1d8 + 14 ⇒ (4) + 14 = 18
Cure Light Wounds, Mass: 1d8 + 14 ⇒ (1) + 14 = 15

Good enough, though I'm out of high-level spells now.


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

A cursory look about the forge shows that there's no one left but you.

Feeling safe, you take the time to scour the area. You don't find much beyond the correspondence with the official. It doesn't seem Gurstweld is much more than muscle. You also have the time to piece together what information you DO have:

Office

Journal

and the recap


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

Ah, thanks for that! It has been a while and I had forgotten some of the details.

As Aiuda looks back over the notes and information gathered, she says, "We have heard the Sultur name mentioned before; Captain Retham's journal noted that the mine had been taken over by their family and now we have more ties with these seals belonging to the Sultur family and many of these documents directly linked to Minister Sultur's banks. That giant could not have been the mastermind; my bet is on Minister Sultur or at least someone in the Sultur family. I think we need to go back to Alkenstar and bring this information to the authorities now that the forge and mines have been shut down. Bill, can you get us there? We can rest in the office for the night if you require rest."


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

No problem. It's a long PbP and forgetting the details is to be expected if you don't have access to the module. What you do next is pretty important too. :-)


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

A rest is a good idea. Who know what trouble might be waiting for us in Alkenstar once this information becomes known.


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 can teleport us back to the town at the moment and we can rest there instead of in the office." Bill tells the party. "We can take the information to the authorities in the morning after having a nice hot meal and a warm bed, yes?" he asks.


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 nods at Bill's plan. "That sounds better, yes. Hopefully Sultur does not already have goons waiting for us, although I'm sure it will not be anything we can not handle."


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

Just let me know when you execute the plan.

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