GM Crunch, Before the Dawn! (Inactive)

Game Master Saving Cap'n Crunch


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Sovereign Court

Bandits of Immenwood | Before the Dawn

Whendel picks off the remaining charau-ka with a well-aimed dagger to the diaphragm. With no opponents left for the time being, there is a temporary lull in the action. Other groups, however, continue to battle back and forth. "Get to the breach in the wall!" Juliet calls to you as she rushes past in pursuit of some ape-men.

You have five rounds to regroup and heal around B2. Hunter, you can take back that ki point and use of Elemental Fist.

Hunter
Essa -18
Gipsy Lancyn -36
Whendel
Ako
Maiden


| Advanced Iron Golem | HP 119/155 | AC 31, T 6, FF 31 | CMD 43 | F +7 R +5 W +7 | Init -2 |  Per +0 | DR 15/adamantine; Immune construct traits, magic | Speed 20 ft | Active Conditions: none |

so i think i have two options and depending on what i know i would do either or.

If i know the monolith could lift the sphere i would...
Knowing the strength of the monolith Lancyn pushes it to the limits lifting the sphere from the opening in the ground carry it to the breach in the fence and fills the hole.

If i don't know the strength I would....
Unsure of how the next few moments would go the giant metal man runs offer to the breach and stands ready to defend the hole from any interlopers trying to press in using the failed defenses

-Posted with Wayfinder

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel stops Maiden. "Here use my wand on Essa. She was very brave to charge the monkey men." Whendel goes and retrieves his dagger.

Whendel then makes his way to the breach with the rest of the group. He will ready his light crossbow as they move over.

4x 1st level spells used and 3x fire bolts.

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

I have my own wand that can be used. I was reminded it's on my spell list so I can use it.

Essa breaths a little better, and starts to move toward the breach while tapping herself with her wand on the way.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
23/25 Good enough

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Anyone know anything useful about these monkey men? Are they afraid of anything, vulnerable to anything?"

knowledge nature? Local?

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"What do we do about Lancyn?" She stares at the half conscious human paladin. "Can we move him to somewhere more fortified?"

Knowledge: 1d20 + 2 ⇒ (10) + 2 = 12
She calls upon her visions to remember something, anything, about these beasts.

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Hunter, seeing there are many more folk still fighting, continues to guide them to greater effectiveness. this will probably run him out of inspire points before we start fighting again ourselves, but with so many still going, he wouldn't stop just because I know ooc that we'll need it again. ki and elem fist points restored by 1 each, thanks.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel will 1st round move to dead red, retrieve his dagger,
2nd round pull out wand, give his wand to maiden,
3rd round double move towards B2 while pulling out his crossbow.
4th round move more and load his crossbow.
5th round Ready action to fire crossbow at first enemy to approach Essa and himself after getting through the breach.

As he leaves Maiden, hunter and Ako, "One of you could drag him along, but he is a 7 foot tall, scale mail wearing warrior." "Else, someone could stay and guard him." "Not to be morbid, but you could stage him as killed with the monkey men bodies." "Or you could put him in one of these tents."
Whendel moves on but over his shoulder, he says, "Just suggestions. I think Essa will need some help. Do you think you can manage him?"

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

The Maiden spends her time dragging Lancyn into one of the nearby tents. "Alright. At least no one will find him."

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

Ako makes her way to the breach, looks like this ain't over. she says. thinking it was a good idea to start conserving her magic.

unfortunately much her specialty will not work on many of these guys.

moved to her place on the map. would like a little company there in case she looks like she will be overrun.

she has her wand of burning hands at the ready.

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

If you need help moving Lancyn into the tents I'm happy to spend some of my rounds to help you with it.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sorry I'm a bit late, guys, but here comes the next wave. You're honestly going to make mincemeat out of it, though, as well as the next one, with the monolith unoccupied by the champion.

A low Knowledge (local) roll will tell you that charau-ka are not really strong or weak against anything. They're a lot like humans, really, and may be have humans as distant ancestors. They're just more feral and go berserk at times.

The team, and the rest of the camp around them, prepare for the next assault, a cheer going up from the camp’s defenders as the last of the charau-ka are slain or forced back out of the palisade wall’s breach. Haggard yet determined, the defenders quickly begin piling wrecked logs in the breach to prevent the charau-ka from making another easy attack.
A horn sounds from the west side of the camp, and then the east, and then from the tower. The lookouts shout, “They’re coming over the walls!” and the camp’s defenders run to meet the charge. Two more ape-men, clearly not the smartest of the bunch, have the temerity to challenge you, although they do not seem to be filled with the fervor they had while their champion was alive. This should be over quickly. Still, they're quick to action, you can give them that. They quickly lash out with their clubs, one managing to brain Whendel.

Club vs. Maiden: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Club vs. Whendel: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Charau-ka
Hunter
Essa
-2
Gipsy Lancyn -36
Whendel -5 (can also take readied action)
Ako
Maiden

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

readied shot w pbs at monkey man: 1d20 + 6 ⇒ (5) + 6 = 11
dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Not sure which one he would have shot at. I will post next rounds actions a little later.

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"Hmm?" Charis turns her head to the side, distracted by a fleeting image of a serpent. The Charau-ka's club swings past her head and slams into the ground. "As always, thank you." She whispers to no one in particular as she pulls out her longsword and retaliates.

Longsword, Archaeologist’s Luck: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter moves to help Whendel.

acro to avoid aoo: 1d20 + 10 ⇒ (13) + 10 = 23

to hit: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
dmg if hits: 1d4 ⇒ 4

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel will drop his useless crossbow and stab ahead with his dagger.

dagger stab: 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d3 ⇒ 1

Then he will step 5' north freeing up Essa to pummel the beast.

"Thanks Hunter. You're a pal. I think my head will split."

Movement help please. I can't get to the computer. Sorry.

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

I got your back Whendel. Moved you north 5 feet

-Posted with Wayfinder


| Advanced Iron Golem | HP 119/155 | AC 31, T 6, FF 31 | CMD 43 | F +7 R +5 W +7 | Init -2 |  Per +0 | DR 15/adamantine; Immune construct traits, magic | Speed 20 ft | Active Conditions: none |

The monolith turns about in place and slams one fist followed by the other after the enemy clothed in red.
Cold Iron Slam #1: 1d20 + 36 ⇒ (19) + 36 = 55
To confirm: 1d20 + 36 ⇒ (6) + 36 = 42
Smashy, smashy: 4d12 + 27 ⇒ (12, 10, 12, 7) + 27 = 68
Critical damage: 4d12 + 27 ⇒ (4, 12, 3, 8) + 27 = 54
Cold Iron Slam #2: 1d20 + 36 ⇒ (17) + 36 = 53
Bashy, Bashy: 4d12 + 27 ⇒ (8, 1, 11, 2) + 27 = 49

-Posted with Wayfinder

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

doubt the red one is alive right now.

Ako notices the group seems to have most of this in hand, Ako backs up taking some refuge among the brush nearby. hoping to stay out of sight.

no point wasting magic right now

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa steps up into flank with Hunter. "You shouldn't' have hit Whendel. He's a nice sorcerer. She swings her flail at the creature in blue.

Masterwork Heavy Flail: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 7 ⇒ (4) + 7 = 11

Sovereign Court

Bandits of Immenwood | Before the Dawn

The combined efforts of Whendel, Hunter, and Essa bring one charau-ka down, while the Maiden leaves a gash across the other. It is at that point that Lancyn's monolith hits the remaining enemy with such force that one can barely see the impact. The cold iron fists leave large furrows in the earth, and the only visible remains of the ape-man take the form of tiny chunks of body and viscera sent flying everywhere.

A ragged, much more muted cheer goes up from the camp’s exhausted defenders. The cheer is short-lived, however; almost immediately the guards in the tower sound their horns, and pointing at the cliff that looms over the south end of the dig. It seems the horde is making a last-ditch effort at taking the camp by scaling the cliffs and attacking from behind.

Do you guys want to do the next "wave" of two charau-ka? I'm willing to waive it if you don't want to, but on the off chance you don't finish it quickly, the monolith definitely will. If you'd like to, you have another five rounds to heal and prepare before going to the area east of B6.

Hunter
Essa -2
Gipsy Lancyn -36
Whendel -5
Ako
Maiden

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Although driving the monolith around is fun. If it will not cause us harm I am willing to whirlwind through the next wave

-Posted with Wayfinder

Sovereign Court

Bandits of Immenwood | Before the Dawn

That's what I thought you'd say, and you are absolutely right on both points ;)

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

I"m good with doing a whirlwind through. I take it the champion wasn't supposed to go down that fast in the face of the monolith.

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 After healing Whendel's wounds, she grabs and coils her whip.

"Well then. You seem to have this well at hand, Lancyn. If you can understand me." The Maiden points where the scouts are indicating. "More are coming that way. Could you please?"

Choo choo all aboard the whirlwind!

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

I'm good for the whirlwind...

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sounds like a plan!

The team, accompanied by many other Pathfinders, heads towards the cliffs, where the charau-ka are making a final attempt at taking the camp. Dozens upon dozens of ape-men climb up the sides while others slide down the slopes, resulting in no small number of environmental casualties. Without their champion, they are haggard and dispirited yet determined. This is it!

Two charau-ka insane enough to challenge you, let alone go anywhere near the monolith, rush forth and swing their clubs. They are met by the superior defenses of the party, to no effect.

Club vs. Essa: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Club vs. Hunter: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Charau-ka
Hunter
Essa
-2
Gipsy Lancyn -36
Whendel
Ako
Maiden

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Hunter encourages his teammates which has no in game effects as he's out of inspiration rounds for the day. He takes a flying kick at the one that attacked him with a club, charging his attack with fire damage.

to hit: 1d20 + 6 ⇒ (12) + 6 = 18
dmg if hits: 1d4 + 1d6 ⇒ (4) + (4) = 8

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel moves north to get a cleaner shot on blue. He extents his arm palm out and says"burn."

rng touch fire bolt: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
dmg to blue w/ pbs: 1d6 + 2 ⇒ (3) + 2 = 5

I have precise shot but did not include cover or partial cover penalty. 4th fire bolt used.

"I am sick of monkeying around. I am ready to go home." "My head feels like a hangover and I didn't even get to enjoy being drunk."

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

"You didn't get to BE drunk and therefore enjoy yourself, or you were drunk and didn't enjoy it? There's a difference... I hope it was the former because being drunk should always be enjoyed. We will have to remedy your dry state when this is over."

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

Ako continues to save her few remaining spells, convinced there is something more dangerous around the next bend.

Well I for one would love to take you both up on the offer a few drinks after this is over, and who knows, maybe some lucky fella will learn what I can really do with these tails.

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa laughs "Drinking is always fun. If you can find a nice fellow to buy you drinks that's even better." She swings at the red tinted Charau-ka. "I'll take care of these Ako. No reason for you to waste your spells."

Flail, PA: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d10 + 7 ⇒ (9) + 7 = 16

Flail, PA, Crit Confirm: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d10 + 7 ⇒ (10) + 7 = 17

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

Drinking dulls your senses. I'd rob them blind if I had the chance.

With the Azlanti champion on its way, Charis decides not to dip into her visions. "The day is won. Let's conserve on our resources for now."

Longsword: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"A good meal with a comfortable bed would be nice as well. A nice cool apple cider to accompany it would make things so much better."

Whendel is covered in grime and sweat. Je has blood matted in his hair. Monkey bits are speckling his wonderful, bright colored clothes.

"No more monkeys please." said almost like a prayer.


| Advanced Iron Golem | HP 119/155 | AC 31, T 6, FF 31 | CMD 43 | F +7 R +5 W +7 | Init -2 |  Per +0 | DR 15/adamantine; Immune construct traits, magic | Speed 20 ft | Active Conditions: none |

Azlanti:
"NO MORE MONKEYS JUMPING ON MY HEAD"

BOOM BOOM Boom!! The monolith comes bounding up to apes. Spewing a noxious gas encompasing the blue and red furred apes.
Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves.
Not sure if the cloud will be enough the metal senitnel slams a fist down on the closes one
Cold Iron Slam : 1d20 + 36 ⇒ (1) + 36 = 37
Whirlwind!!: 4d12 + 27 ⇒ (10, 5, 5, 7) + 27 = 54

-Posted with Wayfinder

Sovereign Court

Bandits of Immenwood | Before the Dawn

Fortitude, Damn Dirty Apes: 2d20 ⇒ (10, 14) = 24

Damage: 2d4 ⇒ (1, 3) = 4

Maiden, Hunter, and Whendel all manage to strike the bluish ape, to great effect, while Essa knocks the wind out of the red one. Both look to be on the ropes when the monolith charges in and breathes toxic gas in their faces, and if the Pathfinders thought the situation couldn't get any more gruesome, they were wrong. The flesh and fur begins to melt off of the charau-ka's bodies like candle wax as incredibly potent Azlanti poison seeps through their pores. Lancyn then takes a swipe at the closer one, but barely misses, ploughing up a massive clump of dirt instead.

While the ape-men don't seem particularly happy to fight, they seem resigned at the futility of trying to run. Not likely a by-product of their great intelligence, more of an animal instinct. They thusly swing their clubs and gnash what remains of their teeth, not managing to connect once. The bluish one, already heavily wounded, succumbs to his injuries and keels over after his unsuccessful barrage.

Club vs. Essa: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Bite vs. Essa: 1d20 ⇒ 14
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Club vs. Maiden: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Charau-ka -16
Hunter
Essa
-2
Gipsy Lancyn -36
Whendel
Ako
Maiden

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

Longsword: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Crit Confirm: 1d20 + 2 ⇒ (13) + 2 = 15
Crit Damage: 1d8 + 1 ⇒ (4) + 1 = 5

"I did mention not to breathe in that gas."


| Advanced Iron Golem | HP 119/155 | AC 31, T 6, FF 31 | CMD 43 | F +7 R +5 W +7 | Init -2 |  Per +0 | DR 15/adamantine; Immune construct traits, magic | Speed 20 ft | Active Conditions: none |

i guess dodge the yellow box until the end of my turn
Seeing the last remaining ape, the monolith lets out a yell

Azlanti:
"Are there any more?"

Ending the yell the monolith just punches down into the red furred ape
Cold Iron Slam #1: 1d20 + 36 ⇒ (5) + 36 = 41
The crusher: 4d12 + 27 ⇒ (1, 6, 10, 4) + 27 = 48
Cold Iron Slam #2: 1d20 + 36 ⇒ (2) + 36 = 38
The smasher: 4d12 + 27 ⇒ (7, 9, 3, 3) + 27 = 49

-Posted with Wayfinder

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

[b]Yeah go get 'em[b] Ako cheers everyone on.

no action this round unless the situation changes

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa stands by and watches the monlith do a very good job of taking care of the last ape man.

She'll swing if necessary, but I don't think it will be necessary.

Sovereign Court

Bandits of Immenwood | Before the Dawn

The Maiden deals a telling blow to the remaining charau-ka, which teeters unsteadily for a second before-

Splat.

-It disappears beneath a massive cold iron fist. Likewise, around the camp, Pathfinders are driving the ape-men back. With their champion dead and most of their forces dead or routed, they do little to resist and flee back into the jungle. Even as Juliet Dias rushes up to the team, a crowd of people behind her, the monolith starts to walk back to the bunker, and the sphere dims. "Thank you, fellow Pathfinders!" The human bursts forth. "Without your aid and discovery of...whatever that golem was, we surely would have been vanquished. Their champion alone could've done it." In fact, it seems like few of your allies are dead, and fewer are injured than one would expect, much because of Hunter's inspiration and the timely activation of the Azlanti monolith.

Lancyn:
As the sphere dims, so does the device in your unconscious hand. When it is back to normal lighting, the monolith, now beyond your control, takes slow strides back to the bunker. It easily clambers back onto its pedestal opposite the other three, and your vision slowly fades to black. You then start back into wakefulness, in your human body, feeling perfectly healthy if a bit weak, at least relative to the golem.

Good job, everyone, you have successfully lived through Before the Dawn! I will start on Chronicles and report both games shortly.

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"Well that was entertaining." The Maiden wipes the gore off her longsword before sheathing it. "It is good to be alive for another day."

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"I am sure glad that giant thing was on our side. It would squash me like a bug. Did you see it tear into the ape champian? Never would i have thought..."
Whendel's voice trails off into a yawn. He sits down as if totally out of energy and closes his eyes.
"I want to sleep." "So tired."

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

"That could have been terrible if not for you excellent work. Good job everyone." Essa puts her weapons away and pats Whendel and Maiden on the backs. She can't reach the others.

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Rousing from what seems like a restless dream Lancyn makes his way out of the tent. Look about at the carnage and wrath bright inn by the ape men he surveys the massive footsteps that he now believes were his.
Lancyn walks up to the group and and says "Hey everyone. It looks like we made it through with little casualty or harm." stretching he continues "If i scared any of you i apologize i just felt i needed to do what must be done."

-Posted with Wayfinder

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

"We made a good team! Everyone did their best! You all make me so proud to be part of your team!"

Sovereign Court

Bandits of Immenwood | Before the Dawn

Over the next few days, the camp returns to normal. Many of the other Pathfinders work or sleep off their various wounds and sicknesses, while Juliet sends others to further plumb the bunker. Not much else is found, other than questions. "I'm sure our mages will get closer to the bottom of this in due time," Juliet comments, looking much better for wear several days of square meals later. She also writes up a letter of recommendation detailing your work and escape from Bloodcove, as well as how you saved the camp from certain doom with the supplies and the golem. Aram Zey even rewards you with a rare word of encouragement along with your pay, when you return to Absalom by boat.

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