[GD VII] [Session 1] GM zebeev's 6-01 - Trial By Machine (Inactive)

Game Master zebeev

Session 1 of GameDay VII - Aug. 13th, 2018

Maps and Handouts


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The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Okay I don’t even understand these things are some sort of key that activates something by what magic? So how did goblins know what to do with them?
Oops looks at Jinx for any hint to what’s going on.
Meleren was it? How about we just focus on getting through this place unscaved first, and when this is all over, we can discuss the particulars.
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Maps: |

GM Screen:

Meleren, Knowledge (engineering): 1d20 + 8 ⇒ (2) + 8 = 10
Meleren, Knowledge (engineering): 1d20 + 8 ⇒ (17) + 8 = 25
Meleren, Knowledge (engineering): 1d20 + 8 ⇒ (18) + 8 = 26
Meleren, Knowledge (engineering): 1d20 + 8 ⇒ (1) + 8 = 9

Meleren walks over with his empty palms held up. "Sounds like a deal. May I?" he grabs for the technological items.

Those there are brown E-Picks. I've heard them called that, short for "electronic lock picks". (They can be used to unlock and disable electronic locks and devices, much in the same way that thieves’ tools can be used to dismantle mechanical locks and devices. Brown is the lowest quality type, and allows a user to make Disable Device checks against electronic devices without penalty. A brown e-pick can be used 10 times before losing power.)

He grabs the hollow wand device, and holds it up to the light. "This little guy is a medlance. You fill them with a single dose of a potion, or a poison, then you can use it to administer the liquid to someone." (If the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a touch attack to dispense it as a standard action. Otherwise, administering liquid via a medlance is a move action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.)

"As for the disc and the gauntlets, beats me. You seem to have figured out that the gauntlets open certain locks, and I know they hurt just as much as getting hit with a heavy gauntlet sounds." (They operate like a spiked gauntlet, if anyone is interested)

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Well as I said, I suppose you can get one of the brown E-Picks. You have already got one vial of Cure light wounds. For now we have to try this lift. But the message says "Last logged in monitor room to access atmospheric controls for atmospheric nullification." Sounds like we could find no air, may we?

Grand Lodge

Maps: |

Meleren nods. "I agree. Seems there's nowhere to go but up."

Two more votes in the affirmative, and we'll proceed up the lift.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Right then. Here we go. Kyra checks her scimitar on her hip and is ready to go.

vote for lift. :)

Dark Archive

Brawler 3

"Yes if you want I can go first, not sure if this lift can hold us all." Safa is ready to lead the way up the lift.

Grand Lodge

Maps: |

Everyone can squeeze into the lift, there's technically 10 spaces in there... :P

When the number sequence is pressed, and gauntleted hand is placed in the recessed handprint, the platform comes to life, albeit in a lurch. The circular chamber begins to rise, but it jolts to a halt after a dozen seconds or so. A flashing red light appears next to the door-opening panel, accompanied by a faint buzzing sound.

Moments later, a magic mouth activates, and states clearly and calmly, first in Goblin-speak, then in the Common tongue: "Negligible atmosphere detected. Do you wish to proceed? Push open button twice for yes. Push button once to return to Command Centre."

GM Note: Let's consider CON scores! The hazard of running into to an area in near-vacuum is kind of like underwater combat - you need to hold your breath (given that there's no air). Unlike underwater combat, movement is not hindered, and there's no need to make STR-based checks every time you want to so much as scratch an itch, so it's certainly a little more forgiving.

Suffocation:
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.

So a bit of a dilemma. Do you venture forth as a group? Or will one brave soul voluntarily risk themselves to turn on the air? (Meleren or Shechera sure as hell won't!)

Dark Archive

Brawler 3

Safa will sacrifice herself and find a way to turn on the air.

She can hold her breath for 28 rounds

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

wow what for a long time, myself 24 rounds.

Sandokar could come with her if wanted so.

Grand Lodge

Maps: |

Safa presses the button once, and the lift begins to sink back down to the Command Centre. Telling you all to get off, the doors shut, and she begins the climb once more.

(Battlemap updated)

The lift stops again, and the same warning message plays. She hits the button twice, and the lift makes its way to the room above. Holding her breath, the doors open, and all sound ceases to exist, save for a slight ringing in Safa's ears.

Damage: 1d6 ⇒ 6

As the crushing pressure fills the shaft of the lift, Safa can feel the weight of what seems like thousands of pounds. Tough as nails, she carries on unfettered.

A series of glassy panels form a semicircular array along the southern walls of this circular room. Some of the panels are lit but blank, while others flicker with a jarring, black-and-white dotted pattern. Many are cracked or simply dark. A throne-like chair sits before a mechanical table in the center of the room. A skeleton slumps in the chair, one bony hand grasping a large lever. Its other hand, wearing a strange, silvery glove, rests upon a glowing plate.

Approaching the skeleton, Safa notes the bone structure matches the skeletons the party encountered below, that of a hobgoblin. The glove that it is wearing is completely different than the bulkier gauntlets found earlier - this one is constructed of a wire-mesh substance.

A small hologram of the Red Redoubt floats above the plate his gloved hand rests on, and a plate next to the lever grasped by the dead hobgoblin’s hand reads "Air Pumps".

Consider the time passed to be equivalent to one round.

Dark Archive

Brawler 3

Safa will pull the lever that says Air Pumps. She takes note of the glove but wants to make sure the air comes on first.

Grand Lodge

Maps: |

Safa pulls the lever, and the sound of rushing air returns to her ears - another magic mouth announces that the atmosphere has returned to all lower levels, and there is no longer a vacuum in the chamber.

The only other thing of note is the silver glove on the skeleton's hand.

Dark Archive

Brawler 3

Safa knows not to meddle with the unknown without the right tools. She calls down "There is a skeleton with an intact silver glove. Are you coming up, or would you rather I bring it down? It's safe I think.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

we'll come up. Anything else you there? Kyra calls back.

Dark Archive

Brawler 3

Safa will look around now that she's asked and doesn't have to hold her breath. Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

They could come up or Safa could come down. She has a glove which should be the holographic interface needed. The warpriest waits for the decision of the others.

Grand Lodge

Maps: |

Safa takes a look around the room, but doesn't notice anything else of importance.

GM NOTE: There was an optional encounter in this area, but given that we're running long (thanks to all the website downages), we're passing it. Safa can head down with the glove without issue.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Great! so we can try to handle the board with the glove.

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Oh great job safa, here let Jinx and I take a look at that shiny glove.
Appraise: 1d20 + 8 ⇒ (14) + 8 = 22

Dark Archive

Brawler 3

She hands over the glove, "Oh that was nothing, super easy. I'm not familiar with magic, the society told me to hand it over to someone who can figure it out if I find something that hasn't exactly deteriorated."

Grand Lodge

Maps: |

As Safa steps forth unscathed from the lift, Shechera and Meleren are taken aback.

GM Screen!:

DC 18 Charisma vs Meleren (3 EP): 1d20 + 5 + 3 - 2 ⇒ (15) + 5 + 3 - 2 = 21 - success, gain 1 EP
DC 18 Charisma vs Shechera (1 EP): 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23 - success, gain 1 EP
DC 18 Charisma vs Meleren (4 EP): 1d20 + 5 + 4 - 2 ⇒ (20) + 5 + 4 - 2 = 27 - success, gain 1 EP
DC 18 Charisma vs Shechera (2 EP): 1d20 + 5 + 2 - 2 ⇒ (11) + 5 + 2 - 2 = 16
Safa, DC 18 Charisma vs Meleren (5 EP): 1d20 - 1 + 5 - 2 ⇒ (6) - 1 + 5 - 2 = 8
Safa, DC 18 Charisma vs Shechera (2 EP): 1d20 - 1 + 2 - 2 ⇒ (2) - 1 + 2 - 2 = 1

Meleren manages a smile, while Shechera still has a permanent scowl on her face.

Oops examines the glove, and while it is certainly a rare and curious piece, the true value is hard to pin down. (In truth, it does not have a gold value attached to it, being a plot device.)

Sandokar's suggestion to use the glove on the holographic interface works like a charm - it is an odd sensation, grabbing onto light and interacting with it in such a way, but Sandokar is able to rotate the outer circle of rooms, and the walls around them vibrate, the sound of creaking gears and machinery shifting around and above them.

Through the door to the south, you notice light coming down from the stairs - could it be an exit?

Any preparations before you head out? What do you do?

Dark Archive

Brawler 3

Safa will head towards the exit to at least scout ahead while trying to be stealthy and pereceptive.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

If you let me totally prepare, it will become strange (vigor, death blessings) What I would do in first action is Shield of Faith.

Grand Lodge

Maps: |

Meleren speaks up before Safa heads up the stairs. "I'll come with you, but I'm not that good at stalking. I'll be a two steps behind you."

Safa stalks up the stairs, careful to keep an eye out for any threats along the way. As she reaches the top of the stairs, she comes to a circular room similar to the one she passed through with the party from earlier.

Numerous alcoves are set along the walls of this round chamber, but only a few are occupied by seemingly inactive guardians. A wide archway to the south stands open.

Most importantly, a tall robed construct stands in the way between you and outside. It's tall body made of metal rods and ceramic plates, it stands as a silent sentry, quite unnerving. Its face is a transparent glass oval encasing a system of whirring mechanical parts. This one is most definitely different than the one you encountered before.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

The machine tilts its head, almost as if it senses something.

Meleren whispers up from the barracks area, where the rest of the party has assembled. "What do you see? Is the coast clear?"

A light behind the the construct's glass face turns red. It's body begins to shamble to life, and lurches towards the stairs in a threatening manner.

(Main battlemap is on Slide 1 currently, most of the party is considered to be a level below on Slide 2. One move action to head up the stairs will get you at least to somewhere north of the yellow line on Slide 1.

Initiative:

Cork: 1d20 + 7 ⇒ (17) + 7 = 24
Kyra: 1d20 + 0 ⇒ (9) + 0 = 9
Oops: 1d20 + 2 ⇒ (1) + 2 = 3
Safa: 1d20 + 2 ⇒ (4) + 2 = 6
Sandokar: 1d20 + 3 ⇒ (14) + 3 = 17
Zeviss: 1d20 + 3 ⇒ (2) + 3 = 5
Haven: 1d20 + 2 ⇒ (1) + 2 = 3
Meleren: 1d20 + 2 ⇒ (20) + 2 = 22
Enemy: 1d20 + 4 ⇒ (19) + 4 = 23

Safa and the enemy will get a surprise round then we'll go on to Round 1.

Round 1a:
BATTLEMAP
(those bolded may act)
24.7 Cork
24.4 Enemy
17 Sandokar
9 Kyra
6 Safa
5 Zeviss
3.1 Haven
3 Oops

Safa can get a round in before the construct acts!

Dark Archive

Brawler 3

Safa will take a move action to activate martial flexibility with the feat snapping turtle style, a swift to activate the style and a standard to take a total defensive stance. AC updated in active bar

"There is something up here, I think you want to come. It may not be friendly. But it seems robotic."

Grand Lodge

Maps: |

The party hears Safa from at the top of the staircase.

Round 1a:
24.7 Cork
24.4 Enemy
17 Sandokar
9 Kyra
6 Safa
5 Zeviss
3.1 Haven
3 Oops

Cork is first up!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork's ears perk up. "Come on. There might be trouble." He moves up the stairs drawing his cutlass as he goes. At the top of the stairs he notices the creature. He utters a few arcane words and his cutlass sparks for an instant.

Cast shocking grasp on my cutlass to deliver as spellstrike when I have my next melee attack.

Grand Lodge

Maps: |

Random target, alphabetical: 1d2 ⇒ 2 - Cork/Safa

The automaton lurches forward, and the mirrors in it's 'face' shift, after which an unnatural beam of light erupts from its face, directed towards Safa.

Safa, DC 16 Will: 1d20 + 3 ⇒ (19) + 3 = 22

Safa is bombarded with images of transcendental bliss and geometric patterns, but Safa knows it's a sham - she is absolutely fed up with the Redoubt's trickey, and perseveres, unaffected.

Round 1b:
BATTLEMAP
(those bolded may act)
24.7 Cork
24.4 Enemy

17 Sandokar
9 Kyra
6 Safa
5 Zeviss
3.1 Haven
3 Oops

Everyone (but Cork) is up!

Dark Archive

Brawler 3

Safa does not appreciate her mind being messed with, so she's going to charge at this thing. She wonders if it's going to hurt her hands as it appears to be made of metal.
Melee unarmed: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 20/x2
1d6 + 3 ⇒ (2) + 3 = 5 bludgeoning damage

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Kyra bolsters her defenses and wades into the battle.

cast Shield of Faith and move to close.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

The warpriest comes up in a hurry. Then he casts a Shield of Faith.

If you consider I casted it before to move up, I uses my death blessing (from the grave)

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Oops will double move into a position to do a burning hands next round.

Grand Lodge

Maps: |

Zeviss is up! (I realize Haven is in the initiative order thanks to me copying over an old list, my apologies for the reminder of her premature departure from this scenario.

Grand Lodge

Maps: |

(In the interest of speeding things up, I'm going to bot Zeviss.)

Zeviss races to the top of the stairs, then fires his crossbow at the construct...

Ranged (light crossbow): 1d20 + 2 ⇒ (4) + 2 = 6

... but the bolt goes wide of its target, firing into the white sunlight behind.

In a surprising turn, Meleren summons up the courage to confront the machine, and swings with his morningstar. (You've impressed him enough with your courage and empathy! Shechera, not so much.)

Melee (morningstar): 1d20 + 3 ⇒ (17) + 3 = 20
Damage, B: 1d8 + 1 ⇒ (5) + 1 = 6

The morningstar smashes into the mechanical scarecrow, sending bits of gears and straw to the ground.

Round 2a:
24.7 Cork
24.4 Enemy (6 DMG)
17 Sandokar
9 Kyra
6 Safa
5 Zeviss
3 Oops
0 Meleren!

Cork is up! (I realize I could have had Cork take his 2nd Round actions along with everyone else's 1st Rounds, my bad)

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork races into the combat and closes to melee range. He strikes out with his cutlass and the magic that is imbued in it.

cutlass@red: 1d20 + 5 ⇒ (4) + 5 = 9
Using the free action to deliver my spellstrike from previous action.
cutlass@red,spellstrike: 1d20 + 5 ⇒ (15) + 5 = 20
weapon damage: 1d6 + 3 ⇒ (4) + 3 = 7
spell damage for shocking grasp: 3d6 ⇒ (5, 3, 5) = 13

Grand Lodge

Maps: |

Cork's spellstrike hits the scarecrow with alarming success - the electricity from the shocking grasp arcs between the lanky construct's limbs, and it's motions seize up like a marionette that is being puppeteered by a drunkard. (Electricity seems very effective against this enemy)

A shrill, unworldy noise erupts from the machine, and it bellows in a tinny voice. "~ACTIVATING FEARMONGER PROTOCOL~"

The Fearmonger's faceplate glows with otherworldly colours, and is fascinating to look at.

Gaze (Su):
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Fascinated:

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

So at the start of your turn, you must make a DC 16 Will save to negate being fascinated. If you're fascinated, you can't do anything but look at the Fearmonger until a friendly character shakes some sense into you (or the Fearmonger hits you with a melee attack)

Round 2a:
24.7 Cork
24.4 Enemy (32 DMG)

17 Sandokar
9 Kyra
6 Safa
5 Zeviss
3 Oops
0 Meleren!

Round 3:
24.7 Cork

Everyone can take their turns! Remember to read the spoiler on gaze attacks!

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

will save: 1d20 + 9 ⇒ (7) + 9 = 16
money.

Let's take this thing down, Safa. Kyra is a conduit of Sarenrae's power.

move, cast Bull's Strength on Safa.

Dark Archive

Brawler 3

Safa can feel her muscles buldge. "Oh I like this!"

She will 5 ft step down to provide a flank and attack with a kick.
Melee unarmed: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 20/x2
1d6 + 5 ⇒ (2) + 5 = 7 bludgeoning damage

Dark Archive

M half-elf spiritualist 1 | HP: 8/10 | AC16, FF14, T12 | Fort +4, Ref +2, Will +2 | Init +3, Perc +0 | Spells: 1st - 2/2, DC15 | Speed 30ft | Conditions: none

Will Save: 1d20 + 2 ⇒ (8) + 2 = 10

Zeviss, unable to tear his eyes away from the macabre display in front of him, is fascinated for the time being.

Grand Lodge

Maps: |

Safa and Zeviss can choose to:
- avert their eyes, which gives them a 50% (1-50 on a d100 roll) chance to negate the need for a Will save, but giving the Fearmonger concealment towards all your attacks

or

- close their eyes/turn your back, meaning you'd completely negate the need for a Will save, but the Fearmonger gains total concealment towards your attacks.

In Safa's case, for her attack to hit, she'll need to either;
- make a DC 16 Will save this turn
- take the 50% chance in averting her eyes, granting the Fearmonger a 20% chance to avoid the attack
- avoid the Will save, but grant the Fearmonger a 50% chance to avoid the attack

Zeviss is pretty much the same as above. To attempt to avoid the save, you can choose one of the options.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Will Save: 1d20 + 7 ⇒ (16) + 7 = 23

The Warpriest strides forward on the enemy and strikes it directly.

Adamantine Dagger: 1d20 + 5 ⇒ (7) + 5 = 12

Dark Archive

Brawler 3

Safa will close her eyes to avoid the gaze all together. She will attempt to attack where she thinks it is.
concealment: 1d100 ⇒ 69

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Ugh...ugh oh no Jinx! Go away!Oops recalls Jinx once again and she assumes her tattoo form around Oops’ neck. Oops will take out his mirror from his pack, close his eyes, and hope the creatures gaze bounces back at it.
I have literally nothing I can do because ya’ll moved in my burning hands path I was going to use, and since I misread my second spell choice, I don’t have a back up spell. So I’ll hang back and try to UMD my cure wand on you guys for now. Just so it’s clear, b/c text can get misinterpreted, I’m not mad at anyone just upset that I couldn’t get my spell off before the meleers got in place.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Windy Escape is not a valid spell choice for you so may DM will let you reselect.

Grand Lodge

Maps: |

Yeah, given it's not a valid choice, you'd have to pick something else - so if you just so happen to pick something in the next couple of hours, I'd have no problem with you using it. :)

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Will: 1d20 + 3 ⇒ (14) + 3 = 17

Cork immediately averts his gaze and looks down towards the creature's feet. He swings with the cutlass in the general direction of the enemy.

avert eyes, low = fail: 1d100 ⇒ 35

As he swings the blade he can't help but to look up at the creature's face.

Will: 1d20 + 3 ⇒ (4) + 3 = 7 Uhg. I think this means I'm fascinated now...

Grand Lodge

Maps: |

Seeing the Fearmonger's fascinating gaze entrance Cork, Meleren closes his eyes and grabs Cork by the shoulders, shaking some sense into him. "That thing is evil! Smash it!" he cries out.

(Cork is no longer fascinated, but will still require a save the start of next round if within 30' of the Fearmonger.)

The Fearmonger continues its fascinating gaze, and lashes out at those around it.

Random target, alphabetical: 1d4 ⇒ 1 - Cork/Meleren/Safa/Sandokar
Melee, slam: 1d20 + 8 ⇒ (16) + 8 = 24
Damage, B: 1d8 + 3 ⇒ (1) + 3 = 4 (plus fear)

Fear:
Fear (Su) A fearmonger prototype's touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save (DC 16 in Subtier 4–5), she cowers and can take no actions other than attempting a new DC 14 Will save (DC 16 in Subtier 4–5) at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round.

This is a mind-affecting fear effect.

Random target, alphabetical: 1d4 ⇒ 2 - Cork/Meleren/Safa/Sandokar
Melee, slam: 1d20 + 8 ⇒ (4) + 8 = 12
Damage, B: 2d8 + 6 ⇒ (7, 2) + 6 = 15 (plus fear)
Meleren, DC 14 Will save: 1d20 + 8 ⇒ (20) + 8 = 28 - pass

The Fearmonger's mind-altering power has no sway over Meleren, but the sheer power of the construct's attacks batter him down, and what little courage he may have had leaves him. Panic starts to set in. "I can't die here! I can't!"

Round 3a:
24.7 Cork (4 DMG)
24.4 Enemy (39 DMG)
17 Sandokar
9 Kyra
6 Safa
5 Zeviss (fascinated)
3 Oops

0 Meleren!(15 DMG, broken morale)

Everyone is up, remember to make your choice for the gaze attack - averting your eyes or shutting your eyes as before!
Cork can make me a DC 14 Will save to avoid the fear effect.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Sandokar cries to Meleren: Hear me! No, you won't die here!

Will save: 1d20 + 7 ⇒ (19) + 7 = 26

The warpriest strikes the construct with his two daggers.

Adamantine dagger: 1d20 + 3 ⇒ (14) + 3 = 17
cold iron dagger: 1d20 + 2 ⇒ (9) + 2 = 11

Damage adamantine dagger: 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Will: 1d20 + 3 ⇒ (17) + 3 = 20

Cork flinches as the construct wounds him but his grit and determination keep him focused.

Grand Lodge

Maps: |

Sanokar's adamantine dagger slices through the construct with the greatest of ease - it is but a shambling tangle of cogs and straw at this point, barely being kept together.

Round 3b:
24.7 Cork (4 DMG)
24.4 Enemy (46 DMG)
17 Sandokar
9 Kyra
6 Safa
5 Zeviss (fascinated)
3 Oops
0 Meleren (15 DMG, broken morale)

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