GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


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Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

Vivilaas cocks her head to follow Seri's pointing. "Maybe. But in either case we'll likely need to come back here. Possibly with some of Val's worst drinks."


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N moves towards the other passageway.

"Corpse can wait, possibly others alive still farther in. Time constraint, come back later."

Silver Crusade

Leaving the body behind for now, you continue on down the next tunnel. The ceiling of this vast chamber rises nearly thirty feet overhead. A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit.

Scorch marks and small craters dot the floor. This might be a good time to tell you that Khonnir has the Arcane Bomber archetype.

At the far side, a smooth wall of dark grey metal bisects the cavern, its expanse pitted and scorched but quite solid looking. A strange, circular opening pierces the wall five feet off the ground, allowing access to some sort of hallway on the other side.

As you approach, a figure appears, as though manifesting from the stone wall of the chamber. Smooth-skinned and hairless, its skin seems to match the walls almost perfectly. In halting Common, she speaks, counting on each finger as she says the numbers.

"Stop. Chief wants to meet. One, two, three stay here. One, two, three come to meet.

Local to ID the creature.

GM Dice:

Dr. N: 1d20 + 2 ⇒ (2) + 2 = 4
Ray: 1d20 + 1 ⇒ (3) + 1 = 4
Selkania: 1d20 + 4 ⇒ (4) + 4 = 8
Serithial: 1d20 + 7 ⇒ (3) + 7 = 10
Vaughn: 1d20 ⇒ 14
Vivilaas: 1d20 + 5 ⇒ (14) + 5 = 19


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Selkania tries to find if the creature lies or want to throw them in a trap.

Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

Vivilaas halts as the strange figure confronts them.

Know Local: 1d20 + 5 ⇒ (17) + 5 = 22

"Your chief wants to see us, and split us?" She says as she warily looks around at the scorch marks throughout the chamber. "And why is that. We aren't the first to come down here. Did the others 'meet' with him too?"

Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Knowledge (Local): 1d20 + 6 ⇒ (17) + 6 = 23
Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19

Serithiel tries to take in the scene with an academic eye for detail as well as a healthy sense of wonder. He eyes the newcomer with a hefty bit of skepticism before deciding on his reply.


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray, in his own halting Common, provides the odds.

"I estimate there is a 22% chance that she means meat, as in animal flesh consumed by carnivorous creatures."

Ray blinks a few times.

"There is also a 9% chance that she is simply reciting a childhood nursery rhyme. One-two-three stay here. Four-five-six have a beer..."

Ray tilts his head.

"I apologize, that is a point-oh-nine percent chance of being a nursery rhyme. However, I would stay our odds are best if we can stick together. Splitting up always lowers the odds of mutual survival."

Ray is fine staying or going if we need to split, but I imagine someone will try to talk them into allowing us to stick together.

Silver Crusade

The creature speaking is a Skulk, humanoids with chameleonic abilities native to the Darklands. They are most dangerous when they can attack from positions of hiding.

The skulk woman seems to have trouble following Ray, but does her best to respond.

"Others with the skin that does not change killed the chief. New chief, Sef, not want you to kill her too. Only one, two, three go meet."

She does seem to honestly want to avoid conflict, though she occasionally seems to be glancing to other corners of the chamber, perhaps to unseen comrades.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Sounds like a faceman, a wise man, and a strong man ought to go..."

-Posted with Wayfinder


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Boards keep going down every time I try to post, so I'll try again tomorrow


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

The Samsaran looks silently at the skulk for a moment, thinking to herself. Then she replies. "I, I can go meet with the chief. There are enough dead around here already. Besides, if things go...poorly then unlike the rest of you I don't have anyone around here who would mind all that much."


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

I could go too if needed or stay here to protect our comrades.

Says Selkania less worried thant when she first sees the creature.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"I don't mind sticking around here. Just... be careful."


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Vivilaas wrote:
The Samsaran looks silently at the skulk for a moment, thinking to herself. Then she replies. "I, I can go meet with the chief. There are enough dead around here already. Besides, if things go...poorly then unlike the rest of you I don't have anyone around here who would mind all that much."

Vaughn jumps to Viv's side. Oh stop that! I'm sure there are plenty who care about YOU...as much as I hate to split up, I can respect their wanting to stay safe. Hell, they could have jumped us by now and we'd be done. I think Ser is right. How about Ser, Ray, and Selkania meet this chief. I'll stay with Vivilaas and Doc. Is that acceptable?

He turns to the skulk. you have our word: no mischief. Do we have yours?


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray nods.

"Your proposal is acceptable."

He takes a few steps ahead and forces a smile at the skulk.

"Please proceed in the taking of the one-two-three of us to Sef, new chief of skulk-people."


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N stands back, idly tapping her fingers against her chin in rapid alternating patterns and rhythms.

"Three and three works well; if trap, three outside can rescue; front line fighter, doctor with gun, fragile mind wizard effective combination. Could make good traveling company should Ray, Serithial, Selkania die." She takes on a slightly amused tone at the end, enjoying the black comedy.


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

I agree too. Let's go.

Says Selkania, moving towards the skulk.

Silver Crusade

One additional bit of info that I hadn’t yet shared is that skulks speak Undercommon as their native tongue. I also added an image of the chief, which is much better than the Bestiary 2 picture of these creatures.

The skulk leads the three of you down on the lower floor, then through one of the smaller passages. Another ramshackle hut stands, from which another skulk emerges, this one festooned with almost a dozen blades of varying sizes, though her hands are currently empty. Your escort quickly turns to leave.

Though she speaks softly, it is possible for those remaining behind to hear much of the conversation.

”Hello surface people. I am Sef the chief. I want to make a deal. You leave us alone, we leave you alone. No fighting. You kill tiny nasty things over ridge. she says, gesturing to the rise behind We pay you. Yes?”

She retrieves a pouch from her waist. There is a metallic jingle as she shakes it.

DC 26 Perception check (only those waiting):
n addition to the first skulk, two figures seem to be moving in this room, though they blend into the walls almost perfectly.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Maybe. Can you tell us what the nasty things are, and how many of them there are?"

Silver Crusade

"Tiny little purple scaly things. They bite and stab. Very sneaky. They can move with magic. Very many. The other one said her rats would get rid of them, but they came back. Must kill them dead!"

She punctuates the final statement by slamming her fist into her palm.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"What other one?"


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray waits patiently as Seri and Sef chat, collating his proposed inquiries and waiting for an appropriate lag in conversation.

He first addresses Seri.

"I agree, a proposal where we leave these people alone, and they leave us alone, would help increase our odds of finding Khonnir Baine, wizard and scholar, with minimal casualties."

Ray then turns his attention to Sef.

"What would also help is to know who the 'other one' is. Based on pronoun selection, it appears the 'other one' is a she and employs rats to do her bidding?"

Kobolds? Knowledge local for those whom have it?

Silver Crusade

"Surface folk like you, with purple hair. Made deal with the old chief, then went through the door. Had other big green surface folk with her. And big rats with two feet!" she adds.

Her description is not super detailed, perhaps due to the language barrier. Feel free to roll the knowledges of your choice."


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

Knowledge Local: 1d20 + 6 ⇒ (14) + 6 = 20

"Deal, we'll take care of your problem."

Seri tests out a few other languages too including Androffan. If nothing else, he'll take the reward and head back.


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

As half the party is led off, Vivilaasis left with little to do but think, and overthink.

"I'm beginning to wonder if this was wise." she whispers to Vaughn and the Doctor. "Sel seems to have a solid head, but Seri and Ray are...particular. Do you think they're meeting's going well?"

As she mutters this, she looks around at the vast chamber around them. Here eyes gravitate to the large metal wall and its opening. "And what on earth do you think that is?"


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Vivilaas wrote:

As half the party is led off, Vivilaasis left with little to do but think, and overthink.

"I'm beginning to wonder if this was wise." she whispers to Vaughn and the Doctor. "Sel seems to have a solid head, but Seri and Ray are...particular. Do you think they're meeting's going well?"

Oh, I wouldn't worry too much. Seri is pretty slick. You're right about Selkania, I think...and Ray. I'm not sure about him yet. But I don't think he'll sabotage us or anything.

Quote:
As she mutters this, she looks around at the vast chamber around them. Here eyes gravitate to the large metal wall and its opening. "And what on earth do you think that is?"

Huh. Didn't see that...good eye!


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N sits down, legs crossed, and pulls out her book of plays.

"Not heard screaming or lasers yet, so probably all fine--unless magically silenced, or they were thrown into portal to other plane--maybe Abyss?--or just walls to thick."

*deep breath*

"Just have to wait."


Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

Seems to me like half-orc and ratfolk... As for the creature like us with purple hair, may be some local celebrity ?

She says to her comrades

the purple scaly things who can regenerate I have no idea of what could it be !

Know. engineering or religion or arcana: 1d20 + 7 ⇒ (15) + 7 = 22 only 21 for religion

I don't mind helping you. We let you live your way as you let ours I suits me. she adds to the skulk's chief.

Silver Crusade

The chief doesn't respond in any other language, though she does say, "Kill first. Bring them here. Then I pay."

She was basically trying to show you the goods, so to speak.

Kobolds certainly match the definition of small, scary, and sneaky. If the creatures you're being sent after are humanoid, they're the most likely culprit. That said, "moving with magic" would normally only be something their spellcasters could manage, and purple is an unusual coloration for them, though not unheard of.

Selkania can't think of any undead that might meet the description, though it's possible they could be some minor fiend. Carbuncles might also be a possibility.

At this point, you can regroup together.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Let's get on with it then. We've got a reward to earn. Thinkof the books... and weapons!" Seri goes into a recounting of the creature's deal, replete with a pretty solid impression of it's accent and diction.


AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

Doctor N slams her book shut and puts it away, jumping up to her feet as she sees her companions return.

"Good, good, companions not dead. Anything of interest? Discoveries? Elaborate please."


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

glad you're not dead! And a reward, you say? Great! I'm ready...


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"Looks like the locals have a beef going on with what we think might be kobolds. If we take care of their problem, they'll pay us and grant safe passage. We took the deal."


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray nods his head in agreement with Serithial.

"These kobolds were mentioned as..."

Ray looks at his hands awkwardly, holding them up and curling the first two fingers on each hand as he shakes them.

"moving with magic".

"That would be highly unusual for a kobold, thus we are considering a high probability that they are kobold magic-wielders, or that Serithial has identified the wrong purple-skilled humanoid."

Silver Crusade

I'll bring us into combat with the purple maybe-kobolds Sunday night, unless people want to move faster, slower, or do something different. There are three main angles of approach (Orange, Yellow, Green). Keep in mind the 5-foot tall ledges that can make maneuvering difficult.

Silver Crusade

The party clambers up into the section of tunnels Sef mentioned. The ceilings are low, forcing the taller members of the party to stoop slightly. No mechanical effect.

A number of side chambers are apparently empty at first glance. The path quickly opens up to a larger chamber, where several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal, much like the wall in the room where you met the first skulk. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.

As Vaughn, in the lead, approaches the cave entrance, a piece of metal flings out from the cave wall, penetrating deep into Vaughn's chest. As that happens, a high pitched voice chitters in a language you don't understand.

Out of the shadows from all sides, four figures approach. Significantly smaller than kobolds, the purple creatures with glowing orange eyes grin like maniacs. Mouths full of needle-like teeth are flanked by bat ears.

Surprise round, brought to you by partial charges. These guys have fantastic stealth scores.

Two rush at Viv, blades cutting into blue flesh, though not very deeply. Another catches the cleric off guard, though the attack is fairly weak.

Seri, meanwhile, ends up targeted by one that seems slightly bigger than the others. It blade appears to have originated as a high-quality paring knife for gnomes and halflings.
Mechanically, a masterwork tiny shortsword.

GM Dice:
Route: 1d3 ⇒ 1
Dr. N: 1d20 + 3 ⇒ (16) + 3 = 19
Ray: 1d20 + 9 ⇒ (13) + 9 = 22
Selkania: 1d20 + 2 ⇒ (9) + 2 = 11
Serithial: 1d20 + 6 ⇒ (6) + 6 = 12
Vaughn: 1d20 + 4 ⇒ (17) + 4 = 21
Vivilaas: 1d20 + 5 ⇒ (9) + 5 = 14
Red: 1d20 + 4 ⇒ (12) + 4 = 16
Green: 1d20 + 4 ⇒ (9) + 4 = 13
Blue: 1d20 + 4 ⇒ (3) + 4 = 7
J: 1d20 + 6 ⇒ (17) + 6 = 23

Dr. N: 1d20 + 2 ⇒ (9) + 2 = 11
Ray: 1d20 + 1 ⇒ (15) + 1 = 16
Selkania: 1d20 + 4 ⇒ (11) + 4 = 15
Serithial: 1d20 + 7 ⇒ (7) + 7 = 14
Vaughn: 1d20 ⇒ 2
Vivilaas: 1d20 + 5 ⇒ (6) + 5 = 11
R: 1d20 + 16 ⇒ (18) + 16 = 34
G: 1d20 + 16 ⇒ (9) + 16 = 25
B: 1d20 + 16 ⇒ (9) + 16 = 25
J: 1d20 + 18 ⇒ (18) + 18 = 36

4d6 ⇒ (6, 3, 6, 4) = 19

Trap vs. Vaughn: 1d20 + 10 ⇒ (6) + 10 = 16
Red vs Viv: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Green vs Selkania: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Blue vs Viv: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
J vs Seri: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Trap Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Red Damage: 1d3 - 4 + 1d6 ⇒ (2) - 4 + (5) = 3
Blue Damage: 1d3 - 4 + 1d6 ⇒ (1) - 4 + (5) = 2
Green Damage: 1d3 - 4 + 1d6 ⇒ (2) - 4 + (5) = 3
J Damage: 1d3 - 2 + 1d6 ⇒ (2) - 2 + (3) = 3

Quick to capitalize on your confusion, the one that seems exceptionally strong, or perhaps less incredibly weak, continues to assault Seri.

J vs Seri: 1d20 + 9 ⇒ (16) + 9 = 25
J Damage: 1d3 - 2 + 1d6 ⇒ (2) - 2 + (2) = 2

Total of 10 to Vaughn, 6 to Viv, 5 to Seri, 2 to Selkania. Knowledge Nature to ID. These creatures are size Tiny, so they have to enter your square to attack. I don't believe any of you have Combat Reflexes, but if I missed it, feel free to take an AOO on your turn.

  • J (Purple)
  • Ray, Vaughn, Dr. N We are here
  • Red
  • Vivilaas
  • Green
  • Seri, Selkania
  • Blue


  • M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    question: is it a squeeze for Vaughn to move adjacent to Vivilaas, or can I take a 5' step?

    Silver Crusade

    Let's say it's OK, as the crowded map is tricky enough as is.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    In that case...

    Vaughn steps over to Vivilaas, snarling through the pain of the trap. Get off her you snagged-tooth turd burglars!

    Stab one until it's dead, then move on to the next!

    Attack: 1d20 + 4 ⇒ (12) + 4 = 16
    Damage: 1d4 + 4 ⇒ (1) + 4 = 5

    Attack: 1d20 + 4 ⇒ (9) + 4 = 13
    Damage: 1d4 + 4 ⇒ (1) + 4 = 5


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Can Doctor N move into the square north of her?

    Silver Crusade

    Sure. Moved you both accordingly. You do know that spellcasting or shooting won't provoke, as they can't reach neighboring squares.

    Vaughn can't quite manage to connect with the little things.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N reflexively sidles into the alcove north of her, leveling her pistol at the nearest creature.

    "Interesting, creatures quite small, very stealthy. Have to watch for ambushes."

    Attack with Battered Pistol vs Touch AC of Purple (point blank shot, into melee): 1d20 + 4 + 1 - 4 ⇒ (9) + 4 + 1 - 4 = 10 Blech! Really sucks not having precise shot at level 1 D:
    Damage (point blank shot): 1d6 + 1 ⇒ (3) + 1 = 4


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
    GM Lari wrote:
    Vaughn can't quite manage to connect with the little things.

    question: I seem to remember a rule that tiny creatures in an enemy space count as flanked by all other enemies--is that true, or am I misremembering? If it's true, that's +2 more to hit on mine. :-)


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania takes a 5ft. step, loads her crossbow and shoots at one of the creature.

    Crossbow: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
    Damages: 1d8 + 1 ⇒ (4) + 1 = 5
    Crit Confirm: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
    Additionnal Damages: 1d8 + 1 ⇒ (1) + 1 = 2

    Selkania's shoot is almost perfect and catchs in the eye the creature she attacks !

    Silver Crusade

    Vaughn, I'm not seeing anything to that effect at first glance. Vivilaas is still flat-footed, though, so she's not threatening. As Tiny creatures who lack reach weapons, they can't flank, though.

    Selkania's shot seems to seriously hurt the creature, though not nearly as badly as she might expect. DR

    Another sinks its teeth deep into Vivilaas's ankle. It then leaps at Vaughn, giggling maniacally.

    Red Sword: 1d20 + 6 ⇒ (5) + 6 = 11
    Red Bite: 1d20 + 1 ⇒ (12) + 1 = 13
    Bite Dam: 1d2 - 4 + 1d6 ⇒ (2) - 4 + (5) = 3

    Vaughn AOO: 1d20 + 6 ⇒ (7) + 6 = 13

    Vivilaas is up.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Vaughn, I think in the home game that's a hold over rule from an older edition. I can't find it either... Oh, and I'm back. Sorry about that!


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Vivilaas is not up, as she passes out as one of the vermin bites her one last time.

    stabilize: 1d20 + 1 ⇒ (11) + 1 = 12

    I do appear to not be bleeding out at least.

    Silver Crusade

    For clarity's sake, you can flank a creature in your square if you have a flanking buddy, because that can be an area where the rules get fuzzy.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Busy weekend!

    Ray states the obvious.

    "We are being attacked!"

    He then swings his polearm at the easiest one in reach (purple).

    Bec de corbin: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d10 + 3 ⇒ (4) + 3 = 7


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    so Viv is down and I'm very badly hurt...this could go south REAL quick!!

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