GM G's Rise of the Goblin Guild (Inactive)

Game Master Magabeus

Maps


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Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Marduk takes a quick peek into the fungi infested pit.
"Bagh...how unhealthy."

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

Wyeth nods when Darmut takes a flask. "Good idea," he says as he secures one for himself. "The caltrops might come in handy too; I'll toss those in my backpack so we'll have them with us. Unless someone wants a portion?"


Tears at Bitter Manor
Merevelyn wrote:
"Thank you, Ekkie ... and Plurk," Merevelyn tells the goblin - in Common - with a wink and a smile. "Follow, tell us what you know, and take care of yourself, okay? I'll reward you with pickles, spicy horse meat, and more if we all get through this."

still following you

After Darmut has tossed the bodies into the pit, you see part of the fungi starting to congeal and moving over one of the bodies, gross!

Marduk, Saitama and Sterelin are still on the South side of the pit... The DC15 is for moving at half speed, there is no benefit in moving slower.

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

Saitama don't you have +7 acrobatics, that means you can take 10 and make it right?

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

"I don't like my odds of getting across that pit, not a mighty warrior like some of you. Saitama help me with a rope to climb down and back up the other side?"

With that, the witch produces a grapple and knotted silk rope, asks Saitama to help him secure the hook, climbs down the pit, crosses the bottom carefully, and tosses the hook up to climb back up the other side once the hook is secured.

"Been in taverns up in Magnimar that were dirtier than that hole..."

Takes 10 on the climbs, unless something is odd about the pit should be fine.

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

"Sterelin that's a bad idea that is not normal mold, see how quick it covered the bodies. You climb down there its going to get you," Darmut warns before Sterelin can climb down.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Ugh... well I can try to jump it, but the result might be the same. Gimme a boost!

Acrobatics hoping for an aid-another: 1d20 + 1 ⇒ (19) + 1 = 20

With the fear of fungus giving him heroic strength and grace, the witch vaults over the pit with ease.

Move along, there is nothing to see here.

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Yup! Doing just that

"Looks like we're getting our daily exercise after all!", Saitama happily exclaims, leaping over the pit without any difficulties.

T10

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

"Might want to take another way back though," Darmut says leading the way round the corner with his glowing trident.

Grand Lodge

F Half-Elf Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL
Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL

"Can anyone identify it? It may be vulnerable to magic, or perhaps fire, if the need arise."

Merevelyn then makes to follow Darmut and the group around the corner.


Tears at Bitter Manor

Unless anyone has Knowledge (Dungeoneering) trained this is all you know....................................... it is an ooze


Tears at Bitter Manor

You proceed around the corner and come upon a training room to your right (A2). This room contains equipment to train thieving skills, including several human sized training dummies covered with bells for pickpocketing and an obstacle course studded with sharp nails and jagged junk.

Further down the corridor there is a branch to the left (A3), which you also investigate, these are sleeping quarters. Smelly bedding, moldy food and rubbish lie scattered about. At the back of the quarters is a door, wide open that leads to the sewers.

You turn back and continue deeper down the lair. To your right there is another room, you wait and then...

It is your call what to do

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"Eh, let's just carry on.". Saitama then turns to the little goblinette, speaking unnecessarily slow. "WILL. YOU. CONTINUE. TO. GUIDE. US.", pointing to the door and the hallway.


Tears at Bitter Manor

Ekkie turns to Merevelyn and asks in goblin:

"Has he been hit by a stone to the head? I told you I have never been in the lair itself, so I do not know anything here. I heard you translate that, so he should know as well."

she then turns to Saitama and in the same slow manner says in common

"I. HAVE. NEVER. BEEN. IN. THE. GUILD. LAIR. BEFORE. SO. I. DO. NOT. KNOW. THE. WAY"

She was apprehended at the entrance and told what to do there

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"I'm glad you're picking up our language so well, Ekkie!", Saitama smiles.

Saitama then turns to the door. "Leaving a door unopened prevents wisdom from budding."


Tears at Bitter Manor

There is no door, it is just an opening. Interpreting it as if you stand in the doorway and peek into the room, using the light from Merevelyn.

GM dice:

Saitama: 1d20 + 2 ⇒ (4) + 2 = 6
1: 1d20 + 14 ⇒ (4) + 14 = 18
2: 1d20 + 10 ⇒ (6) + 10 = 16
3: 1d20 + 10 ⇒ (20) + 10 = 30
4: 1d20 + 10 ⇒ (9) + 10 = 19

Initiative:

Darmut: 1d20 + 3 ⇒ (19) + 3 = 22
Ekkie: 1d20 + 3 ⇒ (11) + 3 = 14
Marduk: 1d20 + 4 ⇒ (17) + 4 = 21
Merevelyn: 1d20 + 3 ⇒ (6) + 3 = 9
Saitama: 1d20 + 2 ⇒ (9) + 2 = 11
Sterelin: 1d20 + 3 ⇒ (4) + 3 = 7
Shersht: 1d20 + 5 ⇒ (15) + 5 = 20
Wyeth: 1d20 + 4 ⇒ (14) + 4 = 18
1: 1d20 + 4 ⇒ (12) + 4 = 16
rest: 1d20 + 2 ⇒ (11) + 2 = 13

Order
Darmut
Marduk
Shersht
Wyeth
1
Ekkie
Rest
Saitama
Merevelyn
Sterelin

New order, everyone before Saitama delaying
Saitama
Darmut
Marduk
Shersht
Wyeth
1
Ekkie
Rest
Merevelyn
Sterelin

Saitama positions himself in the opening to the room (20 ft movement used) and looks around. This chamber is obviously in use as an alchemists laboratory. To the east there is a raised podium, at 22 ft high. Broken stairs at the end of the room lead to that stage. Underneath the stage is is solid rock. You estimate that it is either a difficult climb (DC20), or a jump up to the top end of the stairs and then a less difficult climb (DC12 Acrobatics + DC15 Climb) to the platform

In the lower part of the room you see several workbenches (dark grey shapes), with steaming flasks and other weird contraptions. There are no goblins or other creatures in sight.

Round 1 wrote:

Status

-

Next
Saitama (20ft movement used)
Darmut
Marduk
Shersht
Wyeth

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

"And monsters from pouncing, but I suppose that's beside the point down here," Wyeth chuckles.

"Hey," he says as he looks into the room, "I may not be far along in my studies but I recognize an alchemist's lab when I see one. Looks pretty basic, though."

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"Alchemists? You mean explodey stuff, right?", Saitama asks. He steps into the room (remaining 10 feet).

The Tien man scans the room, looking around for something that might go boom or want to cause a boom.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

F Half-Elf Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL
Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL

Merevelyn responds to Ekkie, in Goblin, "Yes, a rock, or maybe something harder. But he means well."

I'm not sure if we said, but perhaps 1 alchemist's fire per person?

"Storm the place, taking cover behind the tables while the climbers and jumpers go up a level?" Merevelyn casts shield on herself from her wand, then places it in her belt.

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

"Explodey, burny, stinky, lots of fun stuff. I've been studying more on the healing side, though. Enhancing herbal remedies, that sort of thing."

He stares up at the platform. "What do you suppose that's for?" he asks, pointing.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Tears at Bitter Manor

Wyeth moves into the room behind Saitama and looks around. He quickly notices three goblins hiding behind the desks, with sword and a flask in hand. On the upper platform he also notices a goblin.

Round 1 wrote:

Status

-

Next
Saitama
Darmut
Marduk
Shersht
Wyeth (standard action only, move action used)

I will be camping this weekend, so expect no updates

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

"Goblins! Flasks!" Wyeth barks as he prepares for battle.

I'll defer the rest until everyone else has acted. Have fun camping. Watch out for goblins.


Tears at Bitter Manor

Waiting for Darmut and Marduk's actions, I will GMPC them tomorrow if no actions are posted.

Camping was a lot of fun, annual get-away with approximately 30 fathers and 70 children in the age 1 to 13. No mothers allowed ;-)

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

Taking Wyeth's word Darmut rushes into the room heading for the north west corner calling for Shersht to attack the goblin on the upper level.

Shersht soars in and snaps his fearsome beak at the goblin, but misses badly.

Handle Animal: 1d20 + 8 ⇒ (8) + 8 = 16
Bite: 1d20 + 6 ⇒ (2) + 6 = 8

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Pardon for the absense...

Marduk heads into the room, quickly taking in the sight. He then decides to head for the stairs.
"I'll head up to the goblin up there."


Tears at Bitter Manor

Combat Dice:
Attack Darmut: 1d20 + 8 ⇒ (16) + 8 = 24
Damage Darmut: 1d8 + 4 ⇒ (3) + 4 = 7
Ranged Touch Attack on Darmut: 1d20 + 4 ⇒ (20) + 4 = 24
Threat confirmation on Darmut: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 2d4 ⇒ (6, 2) + (2, 4) = 14
Ranged Touch Attack on Marduk: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 1d4 ⇒ (4) + (4) = 8
Saitama 1, Wyeth 2: 1d2 ⇒ 1
Ranged Touch Attack on Saitama, at 2 range: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Scatter, 1= NE and clockwise: 1d8 ⇒ 4
Damage: 1d6 + 1d4 ⇒ (2) + (4) = 6
Ranged Touch Attack on Shersht: 1d20 + 7 ⇒ (20) + 7 = 27
Threat Confirmation on Shersht: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Goblin Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27

Darmut steps into the room and spots a goblin that he just can reach. He moves and attacks the nasty bugger. The hit is good and the goblin reels from the trident stab. Marduk moves towards the goblin near the stairs while Wyeth is deciding what to do.

The goblin stabbed by Darmut takes a step back and then throws the flask it was holding at Darmut, who is engulfed in flames! Darmut goes down and is on fire! The goblin then goes down in a pool of its own blood.

The goblin next to Marduk also takes a step back and throws his flask at Marduk, the flask bursts against the forehead of the half-orc and also engulves the brave Iroran in flames. The last goblin on the lower floor throws his flask at Saitama, his aim is off, unfortunately the flask lands next to Marduk, who gets hurt by the splash.

On the upper platform a loud explosion is heard as the goblin alchemist throws a bomb at Shersht. However the goblin was not so smart as to move out of the blast area, some shrapnel also caught him.

Round 1 wrote:

Status

Darmut: -2/12, On Fire, Dying
Marduk: 5/14, On Fire
Shersht: 2/7, On Fire
Goblin NW: 8 damage, Dying
Goblin Alchemist: 1 damage

Next
Darmut, Stabilise roll
Marduk
Merevelyn
Saitama
Shersht
Sterelin
Wyeth

On fire: you take 1d6 points of fire damage each round (in the goblins's turn) until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Sorry guys, had good rolls

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

Wyeth looks on in horror as compatriots are hit with fire and Darmut goes down. Even so, annoyance creeps through as he takes a five foot step to kneel beside the hunter's crumpled form.

"Dammit, I said they had flasks!" he shouts angrily, then immediately shifts his tone as he chants "క్యూర్ కాంతి గాయాలు!" and, with a quick gesture, lays hands upon the fallen man.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Bah, fould cowards. But the situation looks dire

Marduk retreats, ending up next to STerelin's current square. Not taking his chances against 4 foes, especially one who throws firebombs.


Tears at Bitter Manor

Marduk, you know that you are on fire?

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

AH, THAT BURNS!: 1d6 ⇒ 1


Tears at Bitter Manor

It was more a question whether you wanted to do something about it ;-)

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

I am more willing to take that 1 fire dmg than roll to douse and then get hit by many gobs. Fighting is fine, but you should fold if it's too risky.


Tears at Bitter Manor

I can understand that reasoning, although it could also have been 6 fire damage... Just checking, I hate it when my players forget a condition and would have taken another action if they only remembered.

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"By Irori's rippling abs!", Saitama shouts as fire and explosions occur all around him. Grabbing one of his chakram, he chucks it at the goblin below to the south, yelling. "You wanted to bring it? It has already been broughten!"

Chakram @ Goblin two square south of Sherset: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage on hit: 1d8 + 2 ⇒ (4) + 2 = 6


Tears at Bitter Manor

Saitama, that goblin is on a platform 21 feet above you, unfortunately you can't see him. Miss chance = 50%, up to you if you target him or another goblin.

Darmut, you can act, you are prone and on fire. I assume that Shersht will press the attack unless told to do otherwise.

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Whoops! I misinterpreted the map. I'll fling it at the goblin adjacent to the downed one. The attack roll would only be 18 since I thought I had a +1 to it for height; I think I'd also need to take a 5' step left to make sure I had good line of sight.

Grand Lodge

F Half-Elf Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL
Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL

Merevelyn drops her wand of magic missiles into her hand as she hustles to the doorway, taking cover behind the hard stone and firing a missile at a goblin.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
Bah!
Spring-loaded wrist sheath for the wand (a swift action), move 25' to be in the doorway for Cover, shooting southeast and hoping for Total Cover from the west.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Sterelin follows Merevelyn to the room, steps in so he can see the whole picture and attempts to hex any foes still standing to sleep.

(Slumber DC14)

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

Are we onfire like alchemists fire, or in a different way? Alchemists fire normally only burns for one more round. It seems a very powerful upgrade for a low level scenario.

Shersht assaults the goblin tearing into it with his claws, as he shrieks in pain as he burns.

Not sure if Darmut is allowed to act this turn after being healed or not? But if he is...

Darmut rolls on the floor trying to extinguish the flames.

Darmut Con: 1d20 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Talon: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Talon: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Reflex: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16


Tears at Bitter Manor

Combat Dice:
Will Save: 1d20 - 1 ⇒ (7) - 1 = 6
Slumber Target 1=S, 2=W: 1d2 ⇒ 2
Fire Damage Shersht: 1d6 ⇒ 2
Ranged Touch Saitama, 2 increments: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Confirm Threat: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Damage: 2d6 + 2d4 ⇒ (5, 1) + (4, 2) = 12
Ranged Touch Shersht, PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage, PBS: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Darmut is healed by Wyeth and rolls around on the ground, extinguishing the flames. Saitama hurls his chakram, scoring a solid hit. Saitama enters the room and sings a lullaby to that goblin, who falls asleep. The other goblin is hit by a magic missile and retaliates against Saitama, the flask is a potent one and severely hurts the priest!

Marduk runs back from the fight, remembering that he forgot something in the hallway. Lucky for him the flames whisk out around him. Ekkie moves up and yells in glee at the fireworks in the room.

Upstairs another explosion is heard as the goblin there steps back from the burning Shersht and flings another bomb at the Roc. Flames still engulf the now unconscious animal...

Round 2 wrote:

Status

Darmut: 4/12, Prone
Marduk: 4/14
Shersht: -5/7, On Fire, Dying
Goblin W (Red background): 6 damage, asleep
Goblin S: 2 damage
Goblin Alchemist: 12 damage

Next
Darmut
Marduk
Merevelyn
Saitama
Shersht, Stabilise roll
Sterelin
Wyeth

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Marduk walks back just outside of the entrance so he is in a diagonal line with the alchemist.
Is that a good line of sight or is it still obstructed?

He takes a shuriken and aims at the alchemist.
Toss a shuriken: 1d20 + 4 ⇒ (12) + 4 = 16
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3


Tears at Bitter Manor

That is ok, although your fine companion Merevelyn is obstructing your view somewhat, I will apply the -4 for cover.

Liberty's Edge

HP 12/12 | AC 17 | T 11 | FF 16 | CMD 17 | Fort +3 | Ref +3 | Will +3 | Init +3 | Perc +7

Saitama looks like you have create water prepared, can you use it to put the fire out on Shersht?

"Shersht! Damn why did I not prepare create water!" Darmut groans, rising to his feet and casting a cure spell.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Sterelin turns his magic on the alchemist, trying to render him asleep as well.

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Just to ask, what hit Saitama? Was it an alchemist's fire so he is on fire for 1 more round? At 1 HP, need to know if I need to heal myself or not!


Tears at Bitter Manor

Saitama, indeed it was a flask, alchemist's fire would be a good guess from your characters point of view.

Darmut, just to be sure, the CLW is cast on yourself?

Sterelin, the alchemist is out of range due to the height (21 ft) of that second level where he is. If you move to the square directly to the left of Saitama he is just within range

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"The burn! The burn!", Saitama cries out before uttering a quick prayer! "Irori, grant me your divine recovery so that the burnination does not consume this physically righteous soul!", placing a hand on himself

Using a Healing Blessing to cast CLW on himself as a swift action.

CLW healing: 1d8 + 1 ⇒ (8) + 1 = 9

His heart then aches at the sadness in Darmut's voice. "Never fear! Irori's Holy Sweat shall save thy trusted companion!"

Standard action to cast Create Holy Sweat... err, Create Water on Shersht.

The priest then starts moving towards and up the stairs, facing the foe that throws the explodies, ignoring the one that just throw the fiery on him.

Grand Lodge

F Half-Elf Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL
Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL

Merevelyn fires another missile at the goblin she hit before, try to do better, and it does so.
MM: 1d4 + 1 ⇒ (4) + 1 = 5

Cover reflected in status line ACs.


Tears at Bitter Manor

Combat dice:

Shersht Stabilise DC15: 1d20 - 1 ⇒ (12) - 1 = 11
Will Save vs slumber: 1d20 + 1 ⇒ (8) + 1 = 9
Insert GM rant regarding slumber here ;-)
Saitama Fire damage: 1d6 ⇒ 2
Ranged Touch on Sterelin: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 1d4 ⇒ (5) + (1) = 6
Sleight of Hand: 1d20 + 8 ⇒ (3) + 8 = 11

Darmut stands up and heals himself, while aching for his companion. Saitama takes pity and creates a splash of water that douse the flames while moving to the bottom of the stairs. He steps right next to the only standing goblin downstairs. Luckily for Saitama that creature does not have a weapon in hand. The goblin steps out of reach, produces a flask from its robes and throws that at Sterelin. Again the goblin's aim is true and it hits the witch, who is now engulfed in fire! This was the goblin's last action as it collapses from the wounds Merevelyn's missiles caused. Marduk throws a shuriken at the upper platform, but misses. Ekkie moves into the chamber towards one of the defeated goblins.

At the upper platform everything is quit. The goblin alchemist is out of line of sight from downstairs,it is lying at the back wall of the platform.

It is either a difficult climb (DC20), or a jump up to the top end of the stairs and then a less difficult climb (DC12 Acrobatics + DC15 Climb) to the platform

Round 2 wrote:

Status

Darmut: 9/12
Marduk: 4/14
Saitama: 8/13
Shersht: -6/7, Dying
Sterelin: 2/8, On Fire
Goblin W (Red background): 6 damage, asleep 2 rounds
Goblin Alchemist: 12 damage, asleep 1 round

Next
Darmut
Marduk
Merevelyn
Saitama
Shersht, Stabilise roll DC 16
Sterelin
Wyeth

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