1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

a.k.a. probably 15, but possibly 20 as some "long" creatures get a little more reach with their necks


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

i was just asking as ithe image with all it's head was making me unsure how large it's base was

Angus will 5ft step fighting def attacling the main body of the creature

PA Longsword: 1d20 + 9 - 4 - 1 ⇒ (2) + 9 - 4 - 1 = 61d8 + 6 ⇒ (6) + 6 = 12

Current AC 27


Shot Putter Funkmeister

Ok, with only a 5ft step you are unable to attack it

Angus moves to attack and misses.

AOO 1 1d20 + 6 ⇒ (9) + 6 = 15 miss
AOO 21d20 + 6 ⇒ (2) + 6 = 8 miss

The hydra looks a little healthier now.
Another three slime creature climb aboard.

Round 3

Asher and JOhn


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

After the surprise of his spell working as intended, Johnathan takes 5' of steps away and lets loose another erratic spray of flame at the hydra, trying to bounce it between the heads again.

Burning Arc 1: 5d6 ⇒ (6, 4, 6, 4, 2) = 22
Burning Arc 2: 2d6 ⇒ (1, 6) = 7

Reflex DC 16 for half (DC 14 on the second).


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Can we please get some descriptive text regarding these slime creatures? Or a prompt for a knowledge check? I feel like I'm in this encounter with the assumption that I should know the source material. I've got no idea what we're looking at here.

Asher goes full defensive and runs down to the right, taking cover behind the masts and barrels.

kn check on whatever we're looking at here with the slimes, before bonuses: 1d20 ⇒ 16


Shot Putter Funkmeister

Slime beings DC 16 KN Planes

Spoiler:
The creature is a slime elemental or slime walker, created by the residue of sea weed and algae the slime elemental was made to avenge the contamination of the see by modern technology. They have the ability to encase its victims in a slime that solidifies.

AOO on JOhnathan 1d20 + 6 ⇒ (15) + 6 = 21 hit 1= John 1d3 ⇒ 3
1d20 + 6 ⇒ (9) + 6 = 15 hit 1 =JOhn 1d2 ⇒ 1 hit 1d8 + 3 ⇒ (2) + 3 = 5
1d20 + 5 ⇒ (8) + 5 = 13 miss

John's Concentration Check DC17 v1d20 + 8 ⇒ (15) + 8 = 23 pass

Reflex DC 16 1d20 + 7 ⇒ (14) + 7 = 21 pass
DC 14 1d20 + 7 ⇒ (11) + 7 = 18 pass

AOO against Asher 1d20 + 5 ⇒ (1) + 5 = 6 miss

Slime 1 against Johnathan 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d20 + 5 ⇒ (14) + 5 = 19 yes doing 2d6 + 6 ⇒ (4, 6) + 6 = 16 Entrap DC 12 Fort 1d20 + 4 ⇒ (4) + 4 = 8 fail
Johnathan gets encased in slime that hardens, you are entangled.

Slime 2 moves to attack Asher 1d20 + 5 ⇒ (17) + 5 = 22 miss
Slime 3 attacks Cretien 1d20 + 5 ⇒ (7) + 5 = 12
Slime 4 attacks John 1d20 + 5 ⇒ (4) + 5 = 9
Slime 5 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 hit 1d6 + 3 ⇒ (4) + 3 = 7 Entrap DC12 fort 1d20 + 1 ⇒ (7) + 1 = 8 fail Angus is entangled in hardened slime for 10 minutes.
Slime 6 attacks Cretien 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d6 + 3 ⇒ (3) + 3 = 6 DC 12 fort save 1d20 + 4 ⇒ (4) + 4 = 8 fail you are encased in a hardened slime, you are entangled.

Falko and Cretien


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

DM my base ac with normal shield is 24 now, the slime should miss if there is no added bonus


Shot Putter Funkmeister

A magic shield if it was purchased would not be in your equipment until you return to Flint, unless it is 24 for another reason. Because a Heavy steel shield is only +2 but ok


Shot Putter Funkmeister

Fair enough, you were not hit and not entangled.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

DM the increase of ac is from the new feat from level 5: shield focus, the magic item i ordered is an amulet of natural armor (currently not factored in equipement)


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

I didn't think 5' step provoked AoOs?


Shot Putter Funkmeister

Casting a spell does, yes there should have been only two from the hydra and not one from the slimy guy. You weren't hit from him anyway.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien, entangled but with fight still in him, draws his gearspanner and takes a swing at the slime-man most damaged of the two nearest him, and directs his turret to fire at the same.

attack: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
dmg: 1d10 + 1 ⇒ (6) + 1 = 7

turret: 1d20 + 7 ⇒ (10) + 7 = 17
dmg: 1d8 + 4 ⇒ (6) + 4 = 10

firepower damage on first hit: 2d8 ⇒ (1, 3) = 4


Falko takes a deep breath, taking in the size of the beast he's about to take on, then ask his father to guide his hand as he slides, placing it between him and Angus, before stabbing it in the chest, suddenly reappearing, albeit with his mirror images alongside.

Move to flank with Angus, strike from invisible (flat-footed?)

Rapier with Luck and Flank vs FF: 1d20 + 8 + 3 + 2 ⇒ (19) + 8 + 3 + 2 = 321d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Confirm?: 1d20 + 8 + 3 + 2 ⇒ (18) + 8 + 3 + 2 = 311d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

"En guarde!!" shouts the six Falko as his rapier sinks deep, very deep.


Shot Putter Funkmeister

Falko stabs the hydra deep but it is still kicking.

Cretien's attack misses but his turret is successful in destroying one of the slime creatures.

Hydra full attack against Johnathan 1d20 + 6 ⇒ (14) + 6 = 20 hit 1=John1d2 ⇒ 1 doing 1d8 + 3 ⇒ (2) + 3 = 5
Hydra full attack against Johnathan 1d20 + 6 ⇒ (2) + 6 = 8 miss
Hydra full attack against Johnathan 1d20 + 6 ⇒ (3) + 6 = 9miss
Hydra full attack against Johnathan 1d20 + 6 ⇒ (15) + 6 = 21 hit 1=John 1d2 ⇒ 1 doing 1d8 + 3 ⇒ (2) + 3 = 5
Hydra full attack against Johnathan 1d20 + 6 ⇒ (7) + 6 = 13 miss

Angus


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Immediate Action hands of Retribution: 4pts, (1/2 fire 1/2 holy) on the Hydra

in now a better position to strike back at the Hydra, Angus takes full advantage of the courage shown by johnathan while flanking the creature aiming to strike its body

Come at me Beasty !!! he yells at it trying to pull it off from the sorcerer

PA longsword Fight def: 1d20 + 9 - 1 - 4 + 2 ⇒ (19) + 9 - 1 - 4 + 2 = 251d8 + 6 ⇒ (8) + 6 = 14

crit conf PA longsword Fight def: 1d20 + 9 - 1 - 4 + 2 ⇒ (13) + 9 - 1 - 4 + 2 = 191d8 + 6 ⇒ (1) + 6 = 7

current AC 27


Shot Putter Funkmeister

I don't understand why you guys are not trying to kill this thing. You should be trying to chop its heads off. I guess JOhn didn't mention it.

Angus' attack does damage to the creature.

2d10 + 8 ⇒ (8, 4) + 8 = 20

1d4 ⇒ 2
The hydra sprouts two more heads and the body looks healthier than when you attacked it.

Two more slimy walkers come aboard

Round 4

John and Asher


"What!? Why?!" screams Falko in disbelief, searching his memory for some kind of clue on how to kill this beast.

Knowledge: 1d20 + 8 ⇒ (6) + 8 = 14

I have pretty much all of them...


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

He mentioned it, but not the mechanics in the spoiler.

Asher loads his weapon and takes a point blank shot at the creature in front of him.

Provoking from it.
Also deadly aim, point blank shot, touch ac

Attack: 1d20 + 10 - 1 - 2 + 1 ⇒ (1) + 10 - 1 - 2 + 1 = 9
Damage: 1d12 + 10 ⇒ (6) + 10 = 16

Arg, misfire. Weapon is now jammed


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i dont have anything to chop with and i have slimes on me now so that is why im not trying.


Shot Putter Funkmeister

on a musket it is too small to have one of those two cannonball connected by a chain shot


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Ah my fault for not paying attention to the map, didn't realize I had slimes adjacent. Ok so uh, 34 dmg.

Johnathan attempts to cast Mirror Image defensively. He looks near death.

Concentration: 1d20 + 9 ⇒ (19) + 9 = 28
Mirror Images: 1d4 + 1 ⇒ (2) + 1 = 3


Shot Putter Funkmeister

Johnathan, are you sure you do not want to withdraw?


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Oh, yeah that would be smarter. Withdrawing as far away from slimers as possible. towards the bow of the ship maybe


Shot Putter Funkmeister

Johnathan withdraws.

AOO against Asher 1d20 + 5 ⇒ (15) + 5 = 20 miss

Slime 1 moves to attack Falko 1d20 + 5 ⇒ (19) + 5 = 24 hit 1=Falko 1d6 ⇒ 5 destroys a mirror image(I forgot how many you had)

Slime 2 attack Asher 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d20 + 5 ⇒ (12) + 5 = 17 no 1d6 + 3 ⇒ (5) + 3 = 8 Fort Save DC 12 1d20 + 3 ⇒ (17) + 3 = 20 pass

Slime 4 attacks Falko 1d20 + 5 ⇒ (3) + 5 = 8 miss

Slime 5 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 miss

Slime 6 attacks Cretien 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d6 + 3 ⇒ (5) + 3 = 8 DC 12 fort save 1d20 + 4 ⇒ (20) + 4 = 24 pass, you are still entangled.

Slime 7 moves to attack Angus, flanking 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 miss

Slime 8 moves to attack Falko, flanking 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 hit 1 hits falko 1d5 ⇒ 1 hit 1d6 + 3 ⇒ (4) + 3 = 7 DC 12 fort save 1d20 + 1 ⇒ (15) + 1 = 16 pass.

AOO Falko, Falko and Cretien


Shot Putter Funkmeister

AOO Falko Rapier with Luck vs Slime: 1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21 hitting for 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11 slicing the slimey thing deep

luckily I remembered Falko's weapon's special ability.

Falko Rapier with Luck vs Slime: 1d20 + 8 + 3 ⇒ (9) + 8 + 3 = 20 hitting for 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12 destroying the slime.

Cretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien melee and turret firing, trying to focus damage and kill one of these bastards

attack: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
dmg: 1d10 + 1 ⇒ (1) + 1 = 2

turret: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 4 ⇒ (3) + 4 = 7

firepower damage on first hit: 2d8 ⇒ (7, 6) = 13


Shot Putter Funkmeister

Through a combination of Cretien's offensive technique he is able to destroy the slimy monster on him.

The hydra diverts its attention to Angus:

Head 1, flanking 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 hit 1d8 + 3 ⇒ (7) + 3 = 10
Head 2, flanking 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 hit 1d8 + 3 ⇒ (7) + 3 = 10
Head 3, flanking 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 miss
Head 4, flanking 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20miss
Head 5, flanking 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 miss
Head 6, flanking 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 miss
Head 7, flanking 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 crit 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 yes 2d8 + 6 ⇒ (4, 2) + 6 = 12

Angus


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

ouch, that was brutal :)

Angus almost near death after three of the head have visciously bitten him

Will respond in kind and attack the most wounded head, fighting def

PA Long Sword: 1d20 + 9 - 1 - 4 ⇒ (19) + 9 - 1 - 4 = 231d8 + 6 ⇒ (1) + 6 = 7

Crit conf PA Long Sword: 1d20 + 9 - 1 - 4 ⇒ (12) + 9 - 1 - 4 = 161d8 + 6 ⇒ (3) + 6 = 9

looking to sever a head

I am not going to last long !! he shouts to his friends

Current AC 27


Shot Putter Funkmeister

to sever a head you need to perform a sunder attempt. I will just take your rolls

AOO 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 miss

Angus is able to cut off one of its heads.
Someone has to burn the stump

Round 5

Asher and John


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

"Can anyone see where these cursed slimes are coming from!?"

He says, quickly ejecting the jammed round and powder from his weapon.
(1 grit for move action clear)

He then swings the butt of his gun at the slime, not yet having enough time to load and fire. (1 grit for pistol whip)

Attack: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
damage: 1d10 ⇒ 4


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan slings an arc of fire at the severed stump.

Burning Arc: 5d6 ⇒ (1, 6, 1, 6, 5) = 19
Burning Arc*: 2d6 ⇒ (1, 2) = 3

Reflex DC 16 for half (*DC 14 on the second).


Shot Putter Funkmeister

Asher's attack misses.

Hydra reflex 1d20 + 7 ⇒ (17) + 7 = 24 pass but the stump sears dark black.
what is the second attacking?

Slime 2 attacks Asher 1d20 + 5 ⇒ (2) + 5 = 7 miss

Slime 4 attacks Falko 1d20 + 5 ⇒ (2) + 5 = 7 miss

Slime 5 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 miss

Slime 7 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 miss

Slime 8 attacks Falko, flanking 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Falko Rapier with Luck vs Slime: 1d20 + 8 + 3 ⇒ (7) + 8 + 3 = 18 hitting 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 doing damage to slime 8

Cretien


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Oops, just bouncing to another head again


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien, now free of enemies in his immediate area, redirects his turret's fire to the most damaged among the nearest three slimes in an attempt to free his allies up to do more against the hydra.

Meanwhile, he pulls out his grenade launcher invention and takes a shot at the hydra. attempting to cauterize the head-stump while also catching the slime near Falko

attack: 1d20 + 7 ⇒ (7) + 7 = 14 (vs square, not sure i have to roll this even? it's late now, i will look it up at a later time. it does say that it targets a 10ft area, and it is a DC 16 reflex save for half damage.)
dmg, half fire half piercing: 1d10 + 4 ⇒ (7) + 4 = 11
firepower damage, half fire half piercing: 2d8 ⇒ (4, 3) = 7

GM:
firepower used with area attacks, just so you know, doesn't apply to everyone equally. I have to appoint the dice, so in this instance i could do both dice on the slime, or both on the hydra, or one each. but both dice don't apply to everyone.

so in this case, I will do one die each. the base weapon damage that isn't firepower still affects the whole area.


fire: 1d6 ⇒ 6 on the squares i targeted, they burn for 1 round

turret attack: 1d20 + 7 ⇒ (11) + 7 = 18
dmg: 1d8 + 4 ⇒ (4) + 4 = 8


Shot Putter Funkmeister

Reflex DC14 from Jon 1d20 + 7 ⇒ (10) + 7 = 17 pass
Reflex Hydra 1d20 + 7 ⇒ (17) + 7 = 24 pass
Reflex Slime 1d20 + 2 ⇒ (17) + 2 = 19 pass

Cretien's turret kills one slime but the other one and the hydra were hit but not dead.

The hydra takes a 5foot step out of the flames and full attacks Angus
Head 1, flanking 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 miss
Head 2, flanking 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 miss
Head 3, flanking 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 crit 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 no 1d8 + 3 ⇒ (4) + 3 = 7
Head 4, flanking 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 miss
Head 5, flanking 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 miss
Head 6, flanking 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 miss

Angus is at 0 HP and staggered.

Angus


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

the hydra still takes a little bit of fire damage off of the grenade, does that seal the neckhole?


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

my Understanding is that the head that was cut off by me was seared shut by the burning arc and thus not regrowing Cretien

We really got to get someone else who can cast a cure spell !! he says

Delay for the moment until the end of the round. I am hoping for some help


Shot Putter Funkmeister

angus is right. Angus, you are last in the round, what i could is put you in full defense mode, if John or asher can take down the slime falko could heal you, if not by spell then by wand.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

works for me DM :)


Shot Putter Funkmeister

IN that case.

Round 6

John and Asher


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

GL Asher, I gotta look out for numero uno

Johnathan drinks a potion of CLW.

Heal: 1d8 + 1 ⇒ (4) + 1 = 5


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Did you mean that luck for Angus? I think I'm doing alright, and he needs all the luck he can get. I need some healing bullets. How bad ass would that be?

Asher reloads his gun and takes a point blank shot at the slime attacking him, provoking from the enemy.

Point blank, touch Ac, deadly aim
Attack: 1d20 + 10 - 1 - 2 + 1 ⇒ (15) + 10 - 1 - 2 + 1 = 23
Damage: 1d10 + 10 ⇒ (2) + 10 = 12

"Nothing on the slimes?!" Asher yells, hoping his allies have further information.

GM, how is my current spot regarding aiming at other enemies? Does anyone have cover bonuses against me? I'm hoping for cover bonuses by hiding back here, and can stick my gun out between the barrels, or peak around the mast to shoot without penalty? Is this mast climbable?


Shot Putter Funkmeister

AOO against Asher 1d20 + 5 ⇒ (10) + 5 = 15 miss

Asher hits his slime and it is in bad shape but still up.

Slime 2 attacks Asher 1d20 + 5 ⇒ (14) + 5 = 19 miss

Slime 4 attacks Falko 1d20 + 5 ⇒ (5) + 5 = 10 miss
Slime 5 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 miss
Slime 7 attacks Angus, flanking 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 miss

Falko Rapier with Luck vs Slime: 1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21 hit 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12 destroying the slime.

Cretien


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

was referring to: "if John or asher can take down the slime falko could heal you". Was hoping you could one-shot the slime :D

Kn.Planes: 1d20 + 6 ⇒ (18) + 6 = 24

"Sorry! Asher! They're slime elementals, they can encase you in slime that solidifies, they're made of seaweed and algae. That's all I know!"


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

The situation dire, Cretien fires upon the two enemies on Angus, aiming his grenade such that Angus is spared its fiery wrath. Meanwhile, his turret takes a shot at the slime on Asher.

dmg, half fire half piercing: 1d10 + 4 ⇒ (10) + 4 = 14 DC 16 reflex halves
firepower damage, half fire half piercing: 2d8 ⇒ (4, 4) = 8 one dice each unless the base damage kills one of them.

fire: 1d6 ⇒ 4 on the squares i targeted, they burn for 1 round, dont forget the burn damage from my last combat post is gonna tap the hydra again.

turret attack: 1d20 + 7 ⇒ (3) + 7 = 10
dmg: 1d8 + 4 ⇒ (7) + 4 = 11


Shot Putter Funkmeister

Reflex 1 1d20 + 2 ⇒ (10) + 2 = 12, fail, 2 1d20 + 2 ⇒ (1) + 2 = 3 fail

Both slimes are destroyed.

The turret misses its attack.

Head 1, flanking 1d20 + 6 ⇒ (8) + 6 = 14 miss
Head 2, flanking 1d20 + 6 ⇒ (12) + 6 = 18 miss
Head 3, flanking 1d20 + 6 ⇒ (13) + 6 = 19 miss
Head 4, flanking 1d20 + 6 ⇒ (20) + 6 = 26 crit 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 no damage 1d8 + 3 ⇒ (4) + 3 = 7 Angus is unconscious.
Head 5, flanking 1d20 + 6 ⇒ (17) + 6 = 23
Head 6, flanking 1d20 + 6 ⇒ (5) + 6 = 11

Angus to stabilize

The Hydra looks even healthier than before

Round 6

John and Asher


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

"Angus!"

Johnathan moves to get a clear shot on the Hydra, attempting to bounce another jet of fire between its heads.

Burning Arc: 5d6 ⇒ (6, 5, 2, 2, 5) = 20
Bounce: 2d6 ⇒ (2, 6) = 8

Reflex DC 16 for half damage (DC 14 on the second).


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher reloads his weapon, and then point blank fires upon the slime again.

Point blank, touch AC, provoking
attack: 1d20 + 10 - 1 + 1 ⇒ (20) + 10 - 1 + 1 = 30
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

Confirm crit: 1d20 + 10 - 1 + 1 ⇒ (8) + 10 - 1 + 1 = 18
Crit damage: 3d10 + 18 ⇒ (2, 2, 10) + 18 = 32

47 total damage if crit confirmed.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

the hydra is still down 1 head, right?

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