Knight Captain Shahorn Milner
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Last round
Shahorn heals himself as Shadowpaw stands frightened. GM discretion where he goes for however long he's frightened.
CMW: 2d8 + 3 ⇒ (1, 6) + 3 = 10
This round
Shahorn hastily moves towards the pit to try to hop across
Acrobatics, DC 10: 1d20 + 1 ⇒ (1) + 1 = 2
Aaaaand I already used my reroll...
Acrobatics to negate 10 feet of fall damage?: 1d20 + 1 ⇒ (3) + 1 = 4
*hangs head in shame*
...and falls like a rock at the bottom. Injured and humiliated, he doesn't even bother standing and just hits himself with the wand again.
How deep was the pit again?
CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13
| GM Auke |
Shahorn hastily moves towards the pit to try to hop across
Faster Base Movement:
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
What is your current speed? (you are hasted and wearing mithral full plate) so 40?), so at least a +4. Don't know if your +1 includes the -4 of moving 20, so it would be a +8, so +10 in total, in that case you automatically clear the pit.
If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump.
I'll roll for you
reflex: 1d20 + 14 ⇒ (18) + 14 = 32 manages to grab hold of the ledge.climb: 1d20 + 7 ⇒ (2) + 7 = 9 fails to pull himself up.
Seriously, what did you do with your skill points. +1 Acrobatics and +7 climb in total as a level 14 martial? And a +30 Profession (sailor)?
| GM Auke |
Initiative
Endermere
Ratfolk
Gelugon
Lillend Azata
Rouva
Davo
Marduk
Kaz
Lumikello
Shahorn
The Cannon golem steps back and releases a volley on the closest enemy he can see: Kaz
To Hit: 1d20 + 26 ⇒ (15) + 26 = 41 hits for Damage: 4d6 + 7 ⇒ (3, 2, 2, 2) + 7 = 16
To Hit: 1d20 + 21 ⇒ (5) + 21 = 26 misses
| GM Auke |
One ratfolk (r3) is panicked and retreats.
One ratfolk (r2) steps out of reach and throws a tanglefoot bag.
To Hit: 1d20 + 15 ⇒ (15) + 15 = 30 Hits.
Reflex: 1d20 + 14 ⇒ (2) + 14 = 16 Succes
One ratfolk (r1) moves away
AoO: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42 Threat
Confirm: 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28 Confirms
Damage: 6d6 + 30 + 1d6 ⇒ (1, 4, 3, 2, 5, 4) + 30 + (4) = 53
Fort: 1d20 + 11 ⇒ (4) + 11 = 15 fails, so slowed for rounds: 1d6 ⇒ 3
| GM Auke |
The Gelugon flies 5 foot closer to the ratfolk that tried to entangle him.
Spear: 1d20 + 21 + 1 - 4 ⇒ (13) + 21 + 1 - 4 = 31 for Damage: 2d6 + 10 + 12 ⇒ (5, 1) + 10 + 12 = 28
Fortsave: 1d20 + 11 ⇒ (1) + 11 = 12, slowed
Spear: 1d20 + 16 + 1 - 4 ⇒ (18) + 16 + 1 - 4 = 31 for Damage: 2d6 + 10 + 12 ⇒ (3, 5) + 10 + 12 = 30
Spear: 1d20 + 11 + 1 - 4 ⇒ (12) + 11 + 1 - 4 = 20 misses
bite: 1d20 + 14 + 1 - 4 ⇒ (6) + 14 + 1 - 4 = 17 misses
tail: 1d20 + 14 + 1 - 4 ⇒ (12) + 14 + 1 - 4 = 23 misses
r2:63
r3:25
Marduk Beastblood
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Marduk invisibly lumbers over the impromptu bridge to smash the golem.
Primary (haste, naturalist, giant form): 1d20 + 21 + 1 + 3 ⇒ (17) + 21 + 1 + 3 = 42
Damage (giant form, arcane strike): 2d6 + 33 ⇒ (1, 2) + 33 = 36
Sonic: 1d6 ⇒ 6
I assume they don't have blindsight so these will all be vs flatfooted AC.
Kaz"The Business"
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Kaz challenges the mighty construct as he and Cookie step forward. "Come at me, robro."
Expertise, Noome, Pa: 1d20 + 21 ⇒ (20) + 21 = 41
Confirming: 1d20 + 21 ⇒ (18) + 21 = 39
2d6 + 64 ⇒ (1, 5) + 64 = 70
Sonic: 1d6 ⇒ 6
Expertise, Noome, Pa: 1d20 + 16 ⇒ (6) + 16 = 22
1d6 + 18 ⇒ (3) + 18 = 21
Sonic: 1d6 ⇒ 2
Expertise, Noome, Pa: 1d20 + 11 ⇒ (20) + 11 = 31
Confirming: 1d20 + 11 ⇒ (1) + 11 = 12
1d6 + 32 ⇒ (5) + 32 = 37
Sonic: 1d6 ⇒ 1
Cookie will aid Kaz's AC.
Not a 1: 1d20 ⇒ 14
Here are some bodyguard rolls, Kaz gets +5 AC from every aid check.
Not a 1: 1d20 ⇒ 6
Not a 1: 1d20 ⇒ 14
Not a 1: 1d20 ⇒ 11
Not a 1: 1d20 ⇒ 2
Kaz"The Business"
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Kaz follows the golem and keeps hitting it.
Expertise, Noome, Pa: 1d20 + 21 ⇒ (16) + 21 = 37
Confirming: 1d20 + 21 ⇒ (9) + 21 = 30
2d6 + 64 ⇒ (6, 4) + 64 = 74
Sonic: 1d6 ⇒ 4
Expertise, Noome, Pa: 1d20 + 21 ⇒ (5) + 21 = 26
1d6 + 32 ⇒ (4) + 32 = 36
Sonic: 1d6 ⇒ 6
Expertise, Noome, Pa: 1d20 + 16 ⇒ (6) + 16 = 22
1d6 + 32 ⇒ (4) + 32 = 36
Sonic: 1d6 ⇒ 3
Expertise, Noome, Pa: 1d20 + 11 ⇒ (16) + 11 = 27
Expertise, Noome, Pa: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 32 ⇒ (1) + 32 = 33
If that crits: 1d6 + 32 ⇒ (2) + 32 = 34
Sonic: 1d6 ⇒ 5
Bodyguarding: 5d20 ⇒ (19, 8, 8, 13, 10) = 58
Marduk Beastblood
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With the battle won, Marduk dismisses his giant form. "I seem to be wounded", he says now noticing his cannonball-related injuries.
Davoliznakamushka
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spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13
"Well we have plenty of magic to deal with that sort of thing. In the meantime, we've got a cleric of Brigh to find! Anyone have anything to help find a disappearing cleric?"
Rouva Perhonen
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"Well we have plenty of magic to deal with that sort of thing. In the meantime, we've got a cleric of Brigh to find! Anyone have anything to help find a disappearing cleric?"
"I could use the 'Phone a friend' lifeline!"
Rouva has a once a week SLA Commune (6 questions)
Knight Captain Shahorn Milner
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Shahorn goes about the immediate area, tapping himself with his wand and calling for Shadowpaw to return.
"Where has that sea pup gotten off to this time?"
Normally I'm against taking averages, but in the interest of time and rolls, will cede to your allowance. 11pts per CMW charge? Or 12?
Either way, I think it's 9 charges
| GM Auke |
Shahorn goes about the immediate area, tapping himself with his wand and calling for Shadowpaw to return.
"Where has that sea pup gotten off to this time?"
Out of combat you really shouldn't use CMW. It's 200% more expensive! But it would be 12. You can roll if you want.
Shadowpaw comes to you calls after about a minute.
Marduk Beastblood
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CLW Charges: 15d8 + 15 ⇒ (4, 4, 7, 2, 1, 6, 3, 1, 5, 5, 6, 2, 5, 7, 8) + 15 = 81
"Enough", Marduk shouts toward the ice devil as he waits for his wounds to be slowly mended with a healing wand. "Leave the rest of the vermin alone. You've punished them enough for the wrongs you've suffered. It's better they live so they can tell the tale of what happens to those that take slaves and live in fear of the day that you return to finish what you started today."
| GM Auke |
"Enough", Marduk shouts toward the ice devil as he waits for his wounds to be slowly mended with a healing wand. "Leave the rest of the vermin alone. You've punished them enough for the wrongs you've suffered. It's better they live so they can tell the tale of what happens to those that take slaves and live in fear of the day that you return to finish what you started today."
Diplomacy? Intimidate? Any other relevant skill? and when do do call him out? After 15 rounds of healing? You need to get close to him to speak as the factory makes so much ambient noise makes it hard to converse even within 20 foot.
Marduk Beastblood
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Sure after 15 rounds of healing. Marduk doesn't really care either way. I just thought we needed to resolve this before we can move on.
Marduk Beastblood
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I'm glad I could help. =)
What areas have we not explored yet? Does the lady cleric make a reappearance while we're healing?
Marduk Beastblood
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"Ask if there's anything else of interest in this factory that the Society might find value in", Marduk suggests.
Marduk Beastblood
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"Uh, how do we narrow it down from there?"
"Is it on that Priestess?"
Davoliznakamushka
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"We have the liquified eidite and no doubt lore on constructs to find. Not to mention the fact that a devil was bound to power machinery. All of those are questions for whatever deities find enough amusement in watching this place."