GM Shady's Iron Gods

Game Master shady18

Current date: Sarenith 8, 4710 AR; XP - 1368 each; Roll20 Link


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Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}

"Gremlin? Cut filthy thing's head off before it wakes."

Thüm moves to the side to let Kayla pass, then moves in behind her and Ozy.

[ooc]Ordinarily I would wait until we were told about the tripwire before reacting to it, but no need to hold things up.[/b]


I calculate with hampered movement Kayla just about reaches the trap this turn. Moved you on the Roll20 map.

Kayla successfully disables the tripwire. She can hear other tripwires clicking at the other entrances to this particular cave (each of the entrances had a tripwire, she has disabled all of them for this particular cave).

Within this second chamber, Kayla, OZ and Adrien can see exits to the northeast and southeast; neither of them connects, at least in an obvious way, to the cave containing the gremlin.

The creature misses its turn due to sleep, but wakes on Onna's turn, which is next.

The gremlin stirs back to life, slightly dazed by the effects of the hex.

The other PCs are up. Roll20 updated.


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Kayla moves forward into the cavern, looking into both new passages, her shortswords in hand.


@Kayla: (as you can see on Roll20) you reach another junction, with corridors to the north and to the south; both are narrow and dark - it isn't obvious what's beyond.

Question: I may be missing something but if you are by yourself and holding your weapons in both hands, where is the light source?


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

With low-light vision was figuring someone else was holding a light!

"Pssst. Preli! Can you hear me? Do these passages connect?" she calls into the northern passage...Kayla will wait for the rest of the group to catch up before heading to the north.


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Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}

Our fire beetle organ bearer left the game just as Kayla came in. Perhaps we could retcon that the departing android--who has darkvision, anyway--left that light behind? Perhaps Ozy could carry it, since it doesn't need to use both its hands.


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

Preli calls over his shoulder, still keeping his eyes and gun trained on the passage in front of him,

"Are we killing vermin or singing them lullabies?!"

He hops up and down once or twice...

Can Preli tell if the passages are connected?


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Kayla moves forward along the northern passage to see if it's connected to where Preli stands...


Male Dwarf Bloodrager (aberrant) 1 :: HP 13/13 :: Init +1 :: Fort +4, Ref +1, Will +1 (+2 vs poison, spells, and spell-like abilities) :: Perception +5, darkvision :: AC 16, Tch 11, FF 15 :: CMB +5, CMD 15 :: bloodrage 0/6 rounds used

Arkady, at the insistence of both Preli and Thum, will step up to the little gremlin creature and attack it with a powerful swing down at the creature.

Attack, longsword w/power attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Edit: Well, its nice to see my dice rolls still hate me on here.


Kayla Striegold wrote:
With low-light vision was figuring someone else was holding a light!

Low light vision allows you to see twice the distance enabled by a light source. With no light source you're (still) effectively blinded. I think there are enough torches to go round - and I can retcon that they're lit. But the characters are scattering within the tunnels and if OZ is holding the light he's actually not near enough to the others. If you head off by yourself in darkness you have one hand holding a torch. Can you pls confirm whether you are moving with two weapons or with a torch + 1 weapon?

Also can you either confirm your position when posting or else update in Roll20. I think it has the correct positions for Kayla (pre-move), Preli, Arkady and Onna. Otherwise not.

Regarding moves, I think I am waiting on Onna, Kayla (to confirm), Thum (you have moved to behind Kayla?) and Preli (who "bounced" but didn't move?)


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

yeah Preli's not going off exploring, he's just watching that branch of the tunnel for the moment to try and avoid surprises until (maybe) kayla apears. If needs be he'll happily carry a torch, he's got a free had until he needs to reload.


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

As the burglar and scout, Kayla prefers to keep her hands free. Carrying a torch is not good for sneaking...However, in the interest of time and to get things moving, then yes, she is carrying a torch in one hand and a short sword in the other, and moving up the passage indicated on D20.


Kayla emerges onto another small chamber, at the end of which she can see another gremlin, readying an attack.

The second gremlin will inherit the same initiative order as the first, so we're still waiting on the remaining players. If nothing happens before tomorrow I will bot the remaining moves.


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

Don't know if I'm up, maybe post us a reminder of the initiative every round shady? I know its getting confusing witht the lack of posting. But when I am up...

As a light begins to illuminate the tunnel ahead of Preli, approaching from the right, another gremlin is revealed.

With a strange yell that comes out more like a chirp Preli fires...
Touch Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 8

And dropping the torch he is carrying at his feet, reaches to reload his gun.


@Preli, by not moving you retained your action so can still act now and within this turn. Initiative order = { Adrien, OZ, Akady }, then the gremlins then {Thum, Onna, Kayla, Preli }. We are awaiting Onna from the current round. I'll bot if nothing by this evening. It would also be helpful if those taking non-actions, or move-only actions, would be clear on what they're doing; dialogue doesn't require use of a turn.

There's a flash of light in the tunnel at the gun's loud report. The bullet hits the gremlin directly, and it falls, dead.


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Botting Onna ...

Somewhat surprised by the failure of her companions to take advantage of her sleep spell, Onna whispers a couple of words to her skunk companion, who, for the second time this day, fires a spray of musk at the gremlin.

Spray is a Touch attack, +4: 1d20 + 4 ⇒ (19) + 4 = 23

Just to note this has been used twice today and the attack rolls were, respectively, 20 and 19.

Fort Save: 1d20 ⇒ 9 ... fails; the creature is nauseated.

Hidden Rolls:

Nauseated: 1d4 ⇒ 2
Sickened: 1d4 ⇒ 4

Nauseated Condition:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

The gremlin, only just awoken from its magical slumber and further taken by surprise by this turn of events, stares at the skunk for a second, then wretches violently, a number of times. Onna takes the opportunity to drive home her own attack ...

Attack: 1d20 + 2 ⇒ (2) + 2 = 4 ... complete fail - sorry Onna.

... which, given the gremlin's small size, fails to connect.

New round; Adrien, OZ and Arkady are up.


Male Dwarf Bloodrager (aberrant) 1 :: HP 13/13 :: Init +1 :: Fort +4, Ref +1, Will +1 (+2 vs poison, spells, and spell-like abilities) :: Perception +5, darkvision :: AC 16, Tch 11, FF 15 :: CMB +5, CMD 15 :: bloodrage 0/6 rounds used

I had already taken a shot in post #309, as I had gotten myself a little out of posting order. Even though it is likely a miss I am happy to have that as my actions for the turn.


@Arkady: yes - to get us back in sync, that should be your action for the turn ... and it is a miss.


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Kayla sees a gremlin pop up in front of her, and then a hole suddenly appears in its head and it falls over dead. Looking around the corner she sees Preli with the smoling gun, and calls out, "Nice shot, little one! Let's keep this group moving and clear the passages out!"

She then checks out the body for anything interesting and the passage beyond it for traps...

(I won't roll anything unless you ask...saves a bunch of random dice rolls!)


@Kayla, just realised as I was typing all this that you are acting out of turn (still waiting on OZ/Adrien, before the gremlin's turn), however the surviving gremlin cannot act due to the musk; so I will allow all the PC moves before finishing the round. I've enabled dynamic lighting in Roll20 and accounted for your low light vision also, still assuming you have the torch.

Nothing interesting apart from a tiny short sword.

The passageway follows onto a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark grey metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble. At the centre of a pile of metal sits a gremlin, larger than the others you've encountered but obviously of the same type.

Hidden Rolls:

1d20 + 8 ⇒ (14) + 8 = 22

gremlin leader init: 1d20 + 6 ⇒ (3) + 6 = 9
climb check: 1d20 + 2 ⇒ (17) + 2 = 19

Since we already have a problem with the initiative order, this just complicates it further, but I'll assume the new character can use the same slot as Kayla at least; we'll resort the initiative order in the next round. Note Kayla you've already used your turn for this round (but are not flatfooted; you can drop your torch and move to TWF as a swift action next round).

The gremlin notices Kayla on the ledge, just as she notices the gremlin, and it moves up the ledge and round it to engage her with its little short sword.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Check: 1d20 + 8 ⇒ (2) + 8 = 10 ... fail
Damage: 1d3 - 4 + 2 ⇒ (2) - 4 + 2 = 0

1 point non-lethal damage to Kayla.


Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}
GM Shady wrote:

I've enabled dynamic lighting in Roll20 ....

Is that why I suddenly can't see the map at all anymore? I'd like to ask you to leave the parts of the map we've visited visible. Perhaps you can use the aura function to show which areas are lit.

Okay, if I'm following your initiative count, Thüm is first up after the leader gremlin attacks Kayla. I dragged my Thüm counter around blindly for a while, not realizing what was going on with the map, so his location probably doesn't make a lot of sense now. Place him as best you can given the directions below. Sorry!

Moving swiftly on his long legs, Thüm keeps pace with the thief as as she moves through the tunnels. When the gremlin attacks Kayla, the barbarian raises his shortspear. "Move, frail one, behind me if you can!" he barks.

Thüm readies an action to throw his shortspear at the gremlin as soon as Kayla moves either out of melee with it or out of his line of fire. He will grip his longaxe two-handed after he throws.

Thrown shortspear, point blank: 1d20 + 4 ⇒ (18) + 4 = 22 damage if hit: 1d6 + 6 ⇒ (3) + 6 = 9


Thüm Göertatroth wrote:
GM Shady wrote:
I've enabled dynamic lighting in Roll20 ....
Is that why I suddenly can't see the map at all anymore? I'd like to ask you to leave the parts of the map we've visited visible. Perhaps you can use the aura function to show which areas are lit.

Sigh. OK, switched it off.

Thüm Göertatroth wrote:
Okay, if I'm following your initiative count, Thüm is first up after the leader gremlin attacks Kayla. I dragged my Thüm counter around blindly for a while, not realizing what was going on with the map, so his location probably doesn't make a lot of sense now. Place him as best you can given the directions below. Sorry!

From your starting point you can just about make it to the other side of Adrien, giving you a line of sight on the melee (I found the counter and placed it there). But Kayla has already moved and cannot move out of melee, plus is in your line of sight, so you are firing at -8. Given this is a readied action it won't trigger.


Botting Onna once more.

Attack: 1d20 + 2 ⇒ (4) + 2 = 6

Onna once more strikes at the still incapacitated gremlin, but misses.

Adrien and OZ can't move to engage with Kayla's opponent as Kayla blocks the way. Adrien could potentially attack with a sling but has no chance of hitting so I won't bother running it.

The only move left this round is Preli.


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

sorry, thought I was done.

Preli moves cautiously forward... is there a tunnel opening up to Preli's left?


Preli Othont III wrote:

sorry, thought I was done.

Preli moves cautiously forward... is there a tunnel opening up to Preli's left?

Yes - now exposed on Roll20.


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

Preli moves cautiously forward
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
taking a branching tunnel to try and flank the gremlin. Spotting the gremlin ahead he fires of a shot
Touch Attack: 1d20 + 4 ⇒ (4) + 4 = 8
But, concentrating too hard on not hitting he's friend Kayla, the shot flies well wide.


As he moves into the branching tunnel, Preli notices another tripwire, slung across the entrance.

I'll assume you don't move forward and don't fire. It's now a new round. Arkady, OZ and Adrien are up. The gremlin near Onna moves to sickened status. Initiative order is now { Adrien, OZ, Arkady }, then (still nauseated) gremlin, then Onna, then the gremlin leader, then {Thum, Kayla, Preli }. Assuming I am botting OZ, Adrien and Onna, once Arkady has moved I'll run right through until Kayla's move.


"Miss Kayla!" Adrien says, both he and Ozzy moving behind her position. "If you fall back, Ozymandias can lend a hand as well! He can likely weather that blade a bit better than you can, too." Adrien then backs away, keeping the large automaton between him and the gremlin. Ozzy, for his part, rears back his one, heavy fist and lies in wait, ready to attack the creature if it moves into his range.

Readied Action:
Ozymandias makes a readied action to attack the gremlin, if Kayla does in fact move back to draw the creature towards him.
Attack Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13


Male Dwarf Bloodrager (aberrant) 1 :: HP 13/13 :: Init +1 :: Fort +4, Ref +1, Will +1 (+2 vs poison, spells, and spell-like abilities) :: Perception +5, darkvision :: AC 16, Tch 11, FF 15 :: CMB +5, CMD 15 :: bloodrage 0/6 rounds used

Round 4(?) - Initiative 20

Arkady growls at the little creature and begins to unleash his rage. His eyes begin to glow with a sickly green backlight and glowing cracks begin to form in the creases of his hands. The dwarf roars and grips the longsword with both hands, and swings at the nasty little beast in the hopes of cleaving it in two.

Attack, two handed, power attack, bloodrage: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

AC 14 until next turn, 1 round of bloodrage spent


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

(Since I seem to be the odd one out for posting time, I'll write Kayla's action in the spoiler below for Shady to resolve after the critters' turn...)

Kayla's action:
Kayla strikes out at the gremlin leader with her short sword, then moves back to allow her larger colleagues a chance to hit it! (and giving it an AoO as she moves out of a threatened square...)
Attack!: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

But her footing is not quite secure on the edge of the cavern and she swings too short to connect with the large gremlin.


The gremlin in the room with Onna and Arkady continues to retch and cannot act. Onna grits her teeth in an effort to close with the creature - her android tattoos surge with light, illuminating the chamber. She jabs her spear at the gremlin.

Let's see if Onna can score a hit ... nanite surge for +3

Attack: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16 Still a miss

Meanwhile, the gremlin leader, cackling, jabs his own shortsword at Kayla ...

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d3 - 4 + 2 ⇒ (1) - 4 + 2 = -1

... again only managing to bruise her slightly 1 point nonlethal on Kayla

Kayla's returning swing misses, and as she moves out of the creature's way to clear the way for the others, the gremlin takes another swing, giving her yet another bruise.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d3 - 4 + 2 ⇒ (1) - 4 + 2 = -1 Another point nonlethal - hope you're tracking these.

Thum and Preli are up.


Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}

Kayla moved, so I'll just have Thüm use that readied attack.


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

Round: 4 - Initiative: 6

Preli, having noticed the tripwire, reconsiders his rash exploration. Hopping back into the main tunnel he hears that Onna and Arkady are still having trouble with the original gremlin, leaning past the android he fires a shot at the pest.

Touch Attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15-4 as gremlin is in combat
Damage: 1d8 ⇒ 1


Thum's spear flies past Kayla and catches the cackling gremlin square, taking it down. Preli, meanwhile, misses his own target.

The gremlin leader takes 9 damage and is killed (or technically is bleeding out). End of round. Initiative order is now { Adrien, OZ, Arkady }, the remaining gremlin, then {Onna, Thum, Kayla, Preli}. Note, if I wasn't previously clear, those characters within the braces can act in any order within their group.


Watching the gremlin attacking Kayla be speared by Thüm's throw, Adrien and Ozzy opt to move up and around another of the cave's routes, seeing as the automaton is too large to move comfortably around his comrades. "We'll make sure there aren't more of them to contend with, so we don't get pinned down," he calls, ushering Ozymandias to go ahead of him. "They're nasty little creatures, but we should be able to deal with them together."

Adrien and Ozzy have circled around into another tunnel, hoping to get a better view of the rooms beyond where the leader gremlin came from.


@Adrien - that is the chamber at whose entrance Preli found the tripwire, I've moved you back slightly as I assume you don't cross it. I'll make it on the map as a white line, just in case.


In that case, Ozymandias DOES possess Disable Device and tools, so if he can this round he'll attempt to disarm the tripwire. If not, we'll do so on our next combat turn if we remain in initiative at that point, or if we leave initiative Kayla can handle it; she's much better at it than him.

Disable Device: 1d20 + 5 ⇒ (12) + 5 = 17


The tripwire does indeed disable. An identical one at the other side of the same cavern also falls loose.

Updated Roll20. Still waiting on Arkady.


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Yes, I'm keeping track of non-lethal damage. In the stat line it is the number in parenthesis, currently 5. =)


Male Dwarf Bloodrager (aberrant) 1 :: HP 13/13 :: Init +1 :: Fort +4, Ref +1, Will +1 (+2 vs poison, spells, and spell-like abilities) :: Perception +5, darkvision :: AC 16, Tch 11, FF 15 :: CMB +5, CMD 15 :: bloodrage 0/6 rounds used

Round 5, initiative 20

His blood boiling further, the dwarf turns his backlit gaze to Onna. "Help me by distracting it, if you would," he requests as he flings his buckler to the ground and grips his sword in a tight two-handed grip once again. The fissures in his knuckles glowing a sickly green-yellow, he swings the blade at the irritating little creature once more.

Free action: drop buckler
Standard action: Attack two handed, with power attack and bloodrage still going.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Gah! The dice hate me on these things! What I wouldn't give for a magic missile or two right atm..


It's a tiny creature so has relatively high AC.

Arkady misses.

The creature is no longer nauseated; it's now sickened.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Targeting, alphabetical for Arkady and Onna: 1d2 ⇒ 1

The gremlin finishes wretching and groggily pokes its shortsword at Arkady ...

Attack: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8

... but without strength or aim it misses completely.

Onna is out of tricks so will perform a straight attack.

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)

Oka bite: 1d20 + 4 ⇒ (1) + 4 = 5
Oka claws: 1d20 + 4 ⇒ (15) + 4 = 19
Oka claws: 1d20 + 4 ⇒ (16) + 4 = 20

claws damage: 1d2 - 4 ⇒ (2) - 4 = -2
claws damage: 1d2 - 4 ⇒ (2) - 4 = -2

Gremlin takes 5 lethal and 2 non-lethal but is still standing.

Onna, deeply exasperated, jabs at the creature with her spear "Just. Die. Damn you!". Oka, sensing his mistress' frustration, scampers down her arm and bites and claws at the gremlin.

The other PCs - Thum, Kayla, Preli - are up.


Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}

Thüm grips his poleaxe and strides forward to where Kayla's dropped her torch, tensed to dispatch any other vermin that pop up.

Thüm moves and readies an attack on any hostile creature that enters his reach. Can you describe the room he's in? I'm curious about the debris in the pit.

Readied attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage, if longaxe used: 1d10 + 6 ⇒ (6) + 6 = 12 Damage, if spiked gauntlet used: 1d4 + 4 ⇒ (4) + 4 = 8


Stats:
CN Aasimar Male Gunslinger 1 | HP: (9/12) | AC: 18 (T: 15, F: 14) | CMB: 0, CMD: 14 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +7 | Speed 30ft | Effects:

Round: 5 - Initiative: 6

Preli, chirping more and more irately now, quickly reloads his gun, pulls his hat forward in a way that he thinks makes him look cool, and fires off another round...

Move action: Reload. Standard action: Shot using 'up close and deadly'

Touch Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 1d6 ⇒ (8) + (6) = 14

Assuming that's a miss the special means it still does half the d6 ie 3 Damage to the gremlin.


The gremlin finally goes down, and lies twitching on the floor of the cave.

@Thum - this was described previously, but retyping (or re-pasting): "Several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble." - the debris is simply rubble.

You're (finally) out of initiative.


Male Human Barbarian (Savage Technologist/Elemental Kin) 1 :: HP 15/15 :: Init +2 {+4} :: Fort +4, Ref +4 {+6}, Will 0 {+2} :: Perception +4 :: AC 15 {17}, Tch 12 {14}, FF 13 :: CMB +5 {+7}, CMD 17 {21}

Sorry to make you repeat yourself, Shady--it looked like a bone pit or something, so I thought there was more to it.

When no further threats materialize, Thüm retrieves his shortspear from the dead gremlin, cleans it, and then ties the body to his belt like a hunter carrying a partridge home. He picks up the torch and moves around the caverns, thrusting it into every hole and corner looking for hidden vermin, adding the other gremlin bodies to his trophies as he goes.


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Kayla stares at the human barbarian as he ties the dead bodies to his belt with an odd, disgusted look on her face. Eventually she tears her gaze away and investigates the room, finally ending up under the double doors in the metal wall.

She estimates how far above her head the metal doors are, and how tall her new colleagues are. Doing some quick calculations in her head, she calls Adrien and OZY over, proposing to climb up on the robot so that she can reach the doors, check it for traps, and either disarm the trap and/or pick the lock so that they can get in...


Ozymandias moves over to the rubble, before setting his massive hand on the ground, fingers outstretched. "Kayla, step onto my hand; I will raise you to help examine this passagewaa-aaa-y, and potentially aid in disarming any trap we encounter." While he waits for the rogue to step into his grasp, his head swivels in its socket to scan the doorway for anything unsavory, casting a light blue glow over the entire wall.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


Burglar (Rogue)-1 | AC 15 T 13 FF 12 | HP 1/9 | F +0 R +5 W +2 (+2 vs. enchantments)| Init +3 | Perc +8 (+9 vs traps)

Kayla lightly steps onto his hand, maintaining her balance as the eidolon lifts her into the air. The pair look like a circus act - the huge mechanical construct using one hand to lift the lithe half-elf girl, delicately balanced in the air.

Kayla inspects the door, aided by Ozy's blue light and its own visual scanning.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24 (+1 vs traps)


The door isn't trapped. But it's been closed and locked in place from the other side. It's impossible to pick from this side; additionally the door's made from glaucite and therefore very probably beyond the abilities of any of the party - including OZ - to break down.


"I do not believe it likely that I could compromise this door to the point that any could reliably pass through it. As an alternative course of action, I suggest we search for a door of similar type, and attempt to gain access." Ozymandias lowers Kayla from her perch, waiting for her to move before picking his hand up from the ground again. "Adrien, I have spotted no sign of the body their leader mentioned; the one who had contracted 'flesh rot'. It is likely in this area as well, I suggest caution."

"Additionally, I will need to scan and document our newer traveling companions in the near future; otherwise it will be detrimental to my ability to perform vital functions."

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