Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

Adventure Began: Gozran the 5th, 4714.
Current Day: Desnus 8th, 4714.

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No, brown mold is the cold. Russet mold is.... well, I mentioned it ealier...And you'll find out again soon enough

Charles does not find any traps in the hallway or on the doors.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke hangs his head with a look at Wulf. "I-- I don' thnk--" he clears his throat. "I don't think you can hear my mind any more. That shock messed up my, my, my head." He rubs his neck and pulls out one of the healing wands. "Usually pretty good at fixing things," he says somewhat defensively to LaRA, and breathes the command word.

Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Three more charges used.


Charles swipes the brown access card, and the southern door opens.

The air in this room is unusually warm and moist, with a thin, pale vapor of mist clinging to the ceiling. Condensation runs down the walls along with a riot of unusual brown and dull green vegetation. Moist, thick-stemmed plants and vines grow out of long earth-filled troughs along the wall, while a tall column of plant matter extends like a tree trunk from a circular planter in the middle of the room to spread a network of vines across the mist-shrouded ceiling. A low humming sound fills the air.

The room is full of short, green, humanoid shaped... plants! They hiss as the door is opened, and all turn to examine you. Like one, they move to attack!

Roll for Initiative!:

Wulf: 1d20 + 3 ⇒ (4) + 3 = 7
Ton'iel: 1d20 + 4 ⇒ (3) + 4 = 7

Charles: 1d20 + 4 ⇒ (10) + 4 = 14
Zeke: 1d20 + 6 ⇒ (3) + 6 = 9
Zeke bonus: +2 when underground
LaRA: 1d20 + 3 ⇒ (9) + 3 = 12
Garfaulk: 1d20 + 3 ⇒ (13) + 3 = 16
vegey: 1d20 + 4 ⇒ (13) + 4 = 17

Knowledge Check:

To learn 1 piece of information, free action check: Knowledge: nature, DC: 11. (It will be revealed next time GM posts and it will be assumed all players are told.)

ROUND 1!

Somehow, they get the drop on you, and start shambling toward the open door! However, given your positioning in front of the door, only two are able to reach you at once!

One swipes at Wulf, and one swipes at Garfaulk. The creatures are weak, and swing feebly at you both, missing!

GM-Screen:

plant claw to-hit: 1d20 + 1 ⇒ (10) + 1 = 11
plant claw damage: 1d4 + 1 ⇒ (1) + 1 = 2

plant claw to-hit: 1d20 + 1 ⇒ (1) + 1 = 2
plant claw damage: 1d4 + 1 ⇒ (3) + 1 = 4

EVERYONE GO!


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk grunted, ducking under the blow as it came at him. Taking a deep breath, he began to sing, his voice shaking the room as it echoed, this time singing a tale that some farmers taught him, one they used to keep up their spirits as they toiled away in the fields.

Inspire courage +1 to hit. Tremor -1 AC


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles steps up and slices at the plantman in front. mwk dagger, two weapon, flanking, inspire: 1d20 + 8 - 2 + 2 + 1 ⇒ (19) + 8 - 2 + 2 + 1 = 28mwk dagger damage, flanking sneak, finesse training: 1d3 + 2d6 + 4 ⇒ (2) + (3, 2) + 4 = 11normal dagger, two weapon, flanking,inspire: 1d20 + 7 - 2 + 2 + 1 ⇒ (7) + 7 - 2 + 2 + 1 = 15dagger damage and sneak, finesse training: 1d3 + 2d6 + 4 ⇒ (1) + (2, 1) + 4 = 8


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

crit confirm?: 1d20 + 8 - 2 + 2 + 1 ⇒ (10) + 8 - 2 + 2 + 1 = 19crit damage: 1d3 + 4 ⇒ (1) + 4 = 5


Charles easily slices through the first plantman, killing it, and with his second dagger, stabs the other one, too.

Critical card: Eye Patch for you: +1 on your crit multiplier, 2 con drain, and target gets -4 perception and ranged attacks. You are supposed to save those good ones for a boss!


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Dagnabbit!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke casts bless and draws his pistol.


ROUND 2

The party is slow to respond, as the plant creatures surge to attack again.

From the west hallway, a very large version appears, holding a flail with a dark metal head. It swings it wildly at Garfaulk, hitting his shoulder hard and dealing 8 damage. "GRUNNTAG HIEEEMM! GRRRACCCKK HIEEMM!"

vegepygmy language:

"CAPTURE THEM! INFEST THEM!"

Meanwhile, the plants to the south crowd around the door and try to get at Wulf and Charles. Charles dodges, but Wulf is clawed for 3.

GM-Screen:

plant claw to-hit wulf: 1d20 + 1 ⇒ (13) + 1 = 14
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
plant claw to-hit charles: 1d20 + 1 ⇒ (9) + 1 = 10
plant claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
plant boss flail to-hit garfaulk: 1d20 + 9 ⇒ (17) + 9 = 26
plant flail damage: 1d8 + 5 ⇒ (3) + 5 = 8

vegey
Zeke
Wulf go twice, GM delayed
Garfaulk
Ton'iel go twice, GM delayed
LaRA go twice, GM delayed
Charles

Go if you are bold!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke casts coin shot and shoots a gold piece at the larger plant creature through his pistol.

Coin shot, vs touch AC: 1d20 + 2 + 1 + 1 + 1 + 1 + 1 - 4 ⇒ (20) + 2 + 1 + 1 + 1 + 1 + 1 - 4 = 23 (DEX + BAB + masterwork + bless + inspire courage + Point-Blank Shot - No Precise Shot)
Coin shot damage: 1d8 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9 (gold coin + half caster level + Point-Blank Shot)

Confirm critical hit?: 1d20 + 2 + 1 + 1 + 1 + 1 + 1 - 4 ⇒ (19) + 2 + 1 + 1 + 1 + 1 + 1 - 4 = 22
Oooo, looks likely! Because his spellslinger pistol is the only one attuned to him, he gets x3 spell damage on a critical hit.

Coin shot damage #2: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6 (gold coin + half caster level + Point-Blank Shot)
Coin shot damage #3: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8 (gold coin + half caster level + Point-Blank Shot)


will save: 1d20 + 3 ⇒ (16) + 3 = 19 vs. the confirmation roll (22).

Something about that tremendous painful shot was funny, or the magic itself had an unexpected effect, because the plant starts chuckling, and eventually shrieking in laughter. It falls over, laughing hideously.

crit card: Tickle the Funnybone: The creature is afflicted by hideous laughter spell for one round (Will save negates).


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

If enlarged by LaRA - I can attack things in the room too with reach

Wulf shouts in a rage as the plant-like creatures swarm out of the room. "What the frek." But they only catch him off guard once, as his size expands with LaRA's help he swings his hammer down hard.

Rage PA Hammer Swing: 1d20 + 3 + 7 - 1 ⇒ (13) + 3 + 7 - 1 = 22 BAB+Str-PA
Rage Hammer Damage PA: 3d6 + 9 + 3 ⇒ (6, 3, 5) + 9 + 3 = 26 Str+pa

Rage PA Hammer Swing: 1d20 + 3 + 7 - 1 ⇒ (7) + 3 + 7 - 1 = 16 BAB+Str-PA
Rage Hammer Damage PA: 3d6 + 9 + 3 ⇒ (6, 1, 1) + 9 + 3 = 20 Str+pa

hp - 47/50


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Shooting at the twiggy one south of Wulf

Shot 1: 1d20 + 2 + 4 + 1 - 2 ⇒ (8) + 2 + 4 + 1 - 2 = 13 (BAB+Dex+Mswk-spell combat+inspire)
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Ranged touch attack spell, Ray of Frost: 1d20 + 2 + 4 - 2 + 1 ⇒ (3) + 2 + 4 - 2 + 1 = 8
Cold damage: 1d3 + 1 ⇒ (2) + 1 = 3

Round 2

Shot 1: 1d20 + 2 + 4 + 1 - 2 ⇒ (6) + 2 + 4 + 1 - 2 = 11 (BAB+Dex+Mswk-spell combat+inspire)
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Ranged touch attack spell, Ray of Frost: 1d20 + 2 + 4 - 2 + 1 ⇒ (2) + 2 + 4 - 2 + 1 = 7
Cold damage: 1d3 + 1 ⇒ (2) + 1 = 3

Feeling somewhat under the weather, Ton fires but his shots are lackadaisical and non-threatening.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

mwk dagger, flanking, 2 weapon, inspire: 1d20 + 8 + 2 - 2 + 1 ⇒ (17) + 8 + 2 - 2 + 1 = 26first damage: 1d3 + 2d6 + 4 ⇒ (3) + (5, 5) + 4 = 17
dagger etc: 1d20 + 7 + 2 - 2 + 1 ⇒ (18) + 7 + 2 - 2 + 1 = 26damage 2: 1d3 + 2d6 + 4 ⇒ (2) + (3, 3) + 4 = 12

Charles keeps making a chopped salad with the vege-men. Previously only a fighter in emergencies, perhaps a small smile appears on his face as he shreds.


All of those within reach have been eradicated except the boss, who is laughing hysterically. Charles- you are welcome to change what you do because there are no viable targets.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16After finishing his day dream about slicing veggie men, Charles tries to slip past the baddie.


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He is laughing uncontrollably and in no position to stop Charles from slipping behind him. We can apply your first dagger hit to the boss if you would like, which I'm sure you are fine with! He is still alive after Charles damage.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Woohoo!


ROUND 3

There are a lot of these plants. They keep coming!

And to the chagrin of Zeke and LaRA, you realize that they have circled behind you! They attack from the elevator room! All miss except one that gets a lucky claw swipe off against Garfaulk, dealing 3 damage.

GM-Screen:

plant claw to-hit LaRa: 1d20 + 1 ⇒ (4) + 1 = 5
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
plant claw to-hit Zeke: 1d20 + 1 ⇒ (2) + 1 = 3
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
plant claw to-hit Wulf: 1d20 + 1 ⇒ (2) + 1 = 3
plant claw damage: 1d4 + 1 ⇒ (4) + 1 = 5
plant claw to-hit Garfaulk: 1d20 + 1 ⇒ (18) + 1 = 19
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
These rolls!!!! :(

vegey
Zeke
Wulf
Garfaulk
Ton'iel
LaRA go twice, GM delayed
Charles

Go if you are bold!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke makes a weird sound in his throat and looks over his shoulder as more appear in the room outside. He briefly looks away from the attacking creatures to try and weave behind Wulf and Toniel (move action, provoking an attack of opportunity), and then shoots another coin at the larger plant creature.

Coin shot ranged touch attack: 1d20 + 2 + 1 + 1 + 1 + 1 + 1 - 4 ⇒ (12) + 2 + 1 + 1 + 1 + 1 + 1 - 4 = 15
Coin shot damage: 1d8 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

With the now massive form of Wulf filling the room, Ton ducks and weaves and tries to line up a shot on the advancing plants but curses as he fails to do so.

"Wulf you have to try to force your way in, I can't see anything from back here!"

Instead he lays a hand on his bow and causes pale blue eldritch runes to dance along it's limbs.

Activating Arcane Pool for an additional +1 to hit and damage


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf turns around as he hears the creatures attacking those behind him. "There's too many! They're behind us now, someone open this door we need to get our back to a wall." He shouts nodding to the double door in front of him and then raising up his hammer, bring it down on the closest creature.

Rage PA Hammer Swing: 1d20 + 3 + 7 - 1 + 1 + 1 ⇒ (4) + 3 + 7 - 1 + 1 + 1 = 15 BAB+Str-PA+bless+inspire
Rage Hammer Damage PA: 2d6 + 9 + 3 + 1 ⇒ (2, 2) + 9 + 3 + 1 = 17 Str+pa+inspire

Cleave would be nice here... Also rolling better.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

mwk dagger, flank, 2 weapon, inspire: 1d20 + 8 + 2 - 2 + 1 ⇒ (5) + 8 + 2 - 2 + 1 = 14damage 1: 1d3 + 2d6 + 4 ⇒ (2) + (5, 4) + 4 = 15
dagger, flank, 2 weapon, inspire: 1d20 + 7 + 2 - 2 + 1 ⇒ (16) + 7 + 2 - 2 + 1 = 24
damage 2: 1d3 + 2d6 + 4 ⇒ (1) + (2, 1) + 4 = 8

Charles grunts wordlessly and keeps hacking at the big guy.


Zeke's projectile flies wide... simply too many people between him and his target, but Charles' second stab strikes true and ends the laughing plant.

Wulf takes out another one.

The plants are relentless, but you are thinning their numbers quickly.

Garfaulk, LaRA can still go


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

LaRA, seeing the vegepygmies appear behind her, turns around. Raising her hands in the air, she turns and runs around from the vegepygmies. Running down the tunnel, the android stands behind Ton and Zeke and raises her hands. "Initialising Friction Reduction routines.", she blurts out, as a splash of the same gooey fluid begins flowing from the wall and covering the floor to the north.

"Analysis: Greater reach and disadvantageous terrain would provide tactical edge to entity Wulf.", she says, raising her crossbow. "Beginning Overwatch routine v0.6."

Rolls/OoC:

First round action, Swift action to teleport 5ft away from the vegepygmies as per wizard ability, move action to move, standard action to cast Grease.

Second Round actions: Reaadied action to fire at the first vegepygmy I see.
1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 ⇒ 3


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Ducking under Wulf as he rushes forward, pulling Slagbreather as he goes, getting into the best position that he can. Stil; singing, still smiling, he then pulls the trigger on the weapon, hoping to shred some of them with the gun to give them more room to maneuver.

Slagbreather vs Plant 9: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (19) + 3 + 2 + 1 + 1 - 2 = 24
Slagbreather vs Plant 10: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (12) + 3 + 2 + 1 + 1 - 2 = 17
Slagbreather vs Plant Middle: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (1) + 3 + 2 + 1 + 1 - 2 = 6
Slagbreather vs Plant 12: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (1) + 3 + 2 + 1 + 1 - 2 = 6
Dex+BAB+Inspire+Bless-Scatter Vs Touch

Damage: 1d6 ⇒ 6

Ooph. Not great on the to-hit. Luckily, only misfires if they were all that low! Only thing is I don't know how that works in regards to fumbling... do I need to roll to confirm even though I don't misfire?

Continuing to Inspire, +1, Tremor =1 AC


Yes, roll to confirm a fumble!


confirm for Garfaulk. We'll say that you can only crit fumble once per shotgun shot, that seems only fair

1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (17) + 3 + 2 + 1 + 1 - 2 = 22

Garfaulk hits two plants with Slagbreather, greatly damaging them but not killing them.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

cool. Also, I just noticed, we're on round 3, but I only took two turns. Do I have another?


Both Garfaulk and Zeke take actions that provoke! Zeke is scratched for 3.

But LaRA gets revenge for them by casting grease... though this batch of plants seems to have amazing dexterity and none fall. I think the DC is 15, but make sure you tell me when you cast the spell LaRA

GM-Screen:

plant claw to-hit G: 1d20 + 1 ⇒ (12) + 1 = 13
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3

plant claw to-hit z: 1d20 + 1 ⇒ (14) + 1 = 15
plant claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
vegey reflex : 1d20 + 1 ⇒ (20) + 1 = 21
vegey reflex : 1d20 + 1 ⇒ (15) + 1 = 16
vegey reflex : 1d20 + 1 ⇒ (16) + 1 = 17
vegey reflex : 1d20 + 1 ⇒ (14) + 1 = 15

ROUND 4

The plants continue to attack, incapable of understanding that their lives are soon to be over. Two attack Wulf, two attack Garfaulk. Wulf is scratched for 2, but he doesn't really even notice. Garfaulk is missed.

One of the plants in the back of the grease attempts to move forward, but can't get his feet moving. It does not fall, however.

GM-Screen:

plant claw to-hit W: 1d20 + 1 ⇒ (6) + 1 = 7
plant claw damage: 1d4 + 1 ⇒ (1) + 1 = 2

plant claw to-hit W: 1d20 + 1 ⇒ (12) + 1 = 13
plant claw damage: 1d4 + 1 ⇒ (1) + 1 = 2

plant claw to-hit G: 1d20 + 1 ⇒ (6) + 1 = 7
plant claw damage: 1d4 + 1 ⇒ (3) + 1 = 4

plant claw to-hit G: 1d20 + 1 ⇒ (10) + 1 = 11
plant claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
plant acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
vegey reflex : 1d20 + 1 ⇒ (19) + 1 = 20

vegey
Zeke
Wulf
Garfaulk
Ton'iel
LaRA
Charles

Go if you are bold!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke shoots his last enchanted coin at the creature just south of Wulf.

Coin shot ranged touch attack: 1d20 + 2 + 1 + 1 + 1 + 1 + 1 - 4 ⇒ (14) + 2 + 1 + 1 + 1 + 1 + 1 - 4 = 17
Coin shot damage: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6


Zeke hits and damages it, but it does not fall.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Seeing his attack did some damage... well, ya know what they say-second verse, same as the first! Loading the weapon quickly, he took another shot, hoping to maybe destroy at least some of them!

Slagbreather vs Plant 9: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (1) + 3 + 2 + 1 + 1 - 2 = 6
Slagbreather vs Plant 10: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (16) + 3 + 2 + 1 + 1 - 2 = 21
Slagbreather vs Plant Middle: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (2) + 3 + 2 + 1 + 1 - 2 = 7
Slagbreather vs Plant 12: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (19) + 3 + 2 + 1 + 1 - 2 = 24
Dex+BAB+Inspire+Bless-Scatter Vs Touch

Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Fumble Avoidance: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (18) + 3 + 2 + 1 + 1 - 2 = 23

Really?! of course. And of course I just noticed I've not been doing my inspire bonus to damage. Still inspiring and causing Tremor


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

There's really nowhere for me to go, maybe if you all got behind me and I'll hold the line.
Also question - All these creatures look the same correct?

"Get behind me! These things can hardly hurt me!" Wulf shouts out lifting his heavy hammer and brings it down hard on the creature in front of him.

Rage PA Hammer Swing: 1d20 + 3 + 7 - 1 + 1 + 1 ⇒ (20) + 3 + 7 - 1 + 1 + 1 = 31 BAB+Str-+PA+bless+Inspire
Rage Hammer Damage PA: 3d6 + 9 + 3 + 1 ⇒ (4, 3, 5) + 9 + 3 + 1 = 25 Str+pa+Inspire

Rage PA Hammer Swing CRIT: 1d20 + 3 + 7 - 1 + 1 + 1 ⇒ (18) + 3 + 7 - 1 + 1 + 1 = 29 BAB+Str-+PA+bless+Inspire
Rage Hammer Damage PA CRIT: 3d6 + 9 + 3 + 1 ⇒ (5, 6, 2) + 9 + 3 + 1 = 26 Str+pa+Inspire

hp 47/50


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles takes a five-foot step and slices another plantman. mwk dagger, 2 weapon, inspire: 1d20 + 8 - 2 + 1 ⇒ (10) + 8 - 2 + 1 = 17mwk damage: 1d3 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dagger, 2 weapon, inspire: 1d20 + 7 - 2 + 1 ⇒ (10) + 7 - 2 + 1 = 16mwk damage: 1d3 + 4 + 1 ⇒ (1) + 4 + 1 = 6


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Shot 1: 1d20 + 2 + 4 + 1 - 2 + 1 + 1 - 4 ⇒ (13) + 2 + 4 + 1 - 2 + 1 + 1 - 4 = 16 (BAB+Dex+Mswk-spell combat+arcane pool+Inspire-soft cover)
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Ray of Frost: 1d20 + 2 + 4 - 2 + 1 - 4 ⇒ (10) + 2 + 4 - 2 + 1 - 4 = 11 (BAB+Dex+spell combat+Inspire-soft cover)
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Ton does his best to thread the needle and fire past the enlarged Wulf.

Firing at the one immediately south of Wulf


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

LaRA remains in her position, her eyes snapping at the figures in the corridor. Raising her crossbow, a barrage of enunciated words leave her mouth. "Conserving arcane assemblies. Notify for change.", she informs, continuing to aim at the door.

Rolls/OoC:

I am currently saving spell-slots. As LaRA can't see the effect the party's having on the vegepygmies, do let her know if she needs to take a more active role, but this is a rather bad tactical position for her to be in. I'd usually at least attempt to aid another, but even that's not possible!

I'll make it up to you, I suppose?

Attack, Crossbow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


I think we will wrap up this combat; they can't do much to you now.

The party cuts down these plant creatures as efficiently as a goat takes down grass, and they can do little to you. After dispatching all of enemies to the south, you turn your attention to those slipping on the grease to the north. Garfaulk and Wulf soon end them.

All grows quiet. You are surrounded by the dead plants, leaking green ooze.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf places his hammers head down on the floor and leans on it as the last one the creatures are killed. He takes long deep breaths before speaking up. "More experiments?" He says as his breathing levels off, looking down at his clothes, armor and hammer covered in green ooze. "I hope this stuff doesn't turn me into a plant."

Lifting his hammer up, he steps into the room the creatures burst from carefully making sure nothing is ready to burst out and attack them.

Percpetion: 1d20 + 7 ⇒ (1) + 7 = 8


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Yeah more experiments." Ton agrees. "Can't see these things being a source of food and I reckon they weren't the crew so what else would they be for?"

He takes a quick look around for anything useful or valuable.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Wulf and Ton examine the room to the south, a room that at one point must have been a some type of greenhouse. Decaying plant matter fills the various planters, with rivets of mold running here and there. There doesn't seem to be much of interest... except for the dark colored flail that the plant boss barely got a chance to use.

Several rooms to explore here, so move your characters around on Roll20 to get a better look. If light is a problem, turn on your lights!


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Does that flail detect as magic by any chance?


Were someone to cast detect magic...and/or do a k:engineering on it, that might shed some information


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke gestures to the flail, a signal like "Let me see that." He casts a spell, and squints at it.

Guidance, detect magic, then examining with Spellcraft and Knowledge Engineering.

Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
Knowledge Engineering: 1d20 + 10 ⇒ (8) + 10 = 18


The flail isn't magical, nor is it particularly well-fashioned. However, Zeke does conclude that it is made of adamantine, and now that he is looking directly at a weapon made of the material, he recalls something Khonnir taught him a while back. Adamantine weapons are excellent at cutting through heavily armored foes. Perhaps even against heavily-armored robots?

Adamantine weapons ignore hardness.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Nice. That'll put a dent in some of these buggers. Reckon Wulf is the natural first choice to take it?" Ton says. "Certainly no point me messing about with it, less we get the Torch burnin' and melt it down to make some arrowheads?"


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

To demonstrate his own lack of interest, Charles picks up the handle but can't get the balls off the ground. He's just too short.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Seeing those looking over the weapon, he couldn't help but take a glimpse at it

Engineering: 1d20 + 9 ⇒ (16) + 9 = 25

He grunted a bit at it's crudeness, though nodded at Ton's suggestion. "Aye, would certainly be handy in his capable hands, though meltin it down for ammo ain't a bad idea either. Though who knows, I doubt it's the only one down here. If skymetal is similar to it, maybe we could get things working and use tha fer weapons as well.

With the weapon identified, he tried the door in front of him to see what lay beyond it, though was being cautious

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Huh. I thought I updated my skills for level 3, though it seems they and my rounds of inspire didn't save. Fixing now


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke explains what he sees in a quiet voice, closing his eyes to make himself feel more like he is thinking instead of talking. His volume is improving, but he's still pretty scratchy when he tries to emphasize a word like "adamantine."

"Like that spell I know, Mr. Wexley, that shoots... platinum... coins out of my gun, with enough force to pierce metal. I wonder... if you could cast it too? It's expensive, but it is probably cheaper than buying... adamantine... arrows."

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