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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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 relaxes his shoulders drop and his face seems to contort into a small smile. He steps forward and takes the old woman's hand softly. "I'm sorry for that I said earlier. You're not crazy, you just have a different way of seeing things. Everyone has a right to be heard." He then attempts to hug the woman. "We all need someone to listen to us. I hope you accept my apology."

This should be fun...


"Ah my boy, you are a good lad, aren't you? The magic fluid of Numeria is a potent medicine, great for all that ails us. With a reasonable and strong young man like yourself out there, it gives me hope for the future of our tribes. Now, all of you can see how wonderful this elixir is. Surely someone else wishes to drink? "

I say that tongue in cheek. I'll wait for a couple of hours for anyone else who wants to post, and then I'll fast forward the action. I know you are chomping at the bit to see what happens next!


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 seethes. His internal monologue is mostly halfling expletives, redacted for severity.


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

"No thanks, love, I've already had breakfast." Ton replies flippantly. "Right, are we ready then? I feel like the longer we wait the less chance we have of getting Baine back alive." he claps his hands together as if bringing the matter to a close.


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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 smiles squeezing the old woman and then moves over to Ton'iel. "Ton, there has never been a friend as good as you." He places a hand on the elf's shoulders. "I happy you decided to bring us here, I'm sorry for anything I might have done to embarrass you so far."


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 watches the proceedings with shock. At least once he catches Charles's eye, as if he can't believe what's happening but is not inclined to curse. "So... to the temple then?" he says hesitantly.


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 soon found himself lit up brighter than most forges, much to his surprise. He could feel the bit of energy coursing through him, making him smile widely-he was bound to find something fun to do with this newfound ability "Well than, tha's certainly sumthin. Thanks fer the recommendation, mum" He bowed a little to the old woman out of respect, then looked to Wulf "Well, guess we're both alright. Good stuff." he chuckled. A bit more spring in his step, he seemed even more excited, rejuvenated, cheered up from the sorrow he'd felt upon seeing the snuffed Torch, though the hint of urgency in his voice was because he didn't want to hang out there much longer himself. Then he turned to Zeke "Aye, temple sounds good to me-hopefully Varrad made his way over there too."

Well then! This should be pretty cool, especially being able to blind people lol. Alas, I picked Light as one of my spells, may need to change that out at some point, depending on if we ever use that light. Shame though, a winged dwarf would've been amazing lol. So since the normal glow feature doesn't use charges, can I just do that at will?


I suppose that is true, Garfaulk. Great ability for a game that is going to use dynamic lighting. The good thing about the light spell though, is that you can cast it on someone else. So it could still be useful, but you'll be able to decide as we go. edit: Let us say, if you burn through all five charges, then your free light turns off for the day. That makes sense to me.


The party makes it way down the Black Hill, casting eyes both suspicious and curious at Garfaulk and Wulf, whom seem…. different, somehow.

A quick stop at the Foundry Tavern reveals Varrad, who managed to wander there after he went missing. Varrad seems distant and distracted; perhaps more than before. But he leaves with the group, and everyone makes their way to the Temple of Brigh. When you get the chance, continue talking about the strange happenings of the morning!

Father Joram greets the group. ”Ah! Our newest adventurers, here for the water breathing. Now, I want you all to know, that I have cast this spell for every group so far, and to be honest, I am starting to wonder if it is some kind of curse…. Since everyone seems dead. But, maybe the sixth time is the charm? Remember- do what you can do, but then get out of there and come back to town. The spell will only last four hours. I would expect it to take many tries to explore things fully. And when you do come back, come visit me. I am not a cleric of many powers, but I can heal. I will heal all of your for free, as thanks for what you are doing for this town.” Father Joram prays and hits all of you on the shoulder, granting you four hours of water breathing each.

The party proceeds to the Weeping Pond. Sure enough, the soft mud in the bank is riddled with tracks. Most of the tracks enter the water, and only a few point away from the pond.

Glancing at each other, you put all valuables in the water tight bags, and you cinch your belts and armor, and the six of you wade into the water, and submerse yourself. The sunlight from above reveals an underwater passage leading into darkness. Perhaps you try to hold your breath at first, but you make yourself take a breath and discover to your relief that Father Joram’s spell is working just fine. You proceed into the tunnel; into the unknown.

If anyone decides to take their armor off entirely to improve swim checks, you can mention that in the next section.


Time for something new: A skill challenge! These are homebrewed mini-games that I will intersperse into our adventure. They give you a chance to use rarely used skills, spells, or abilities. Read the general rules below, and then the scenario is presented for you.

general rules:
All players make one action per round. Each player must pick a relevant skill/character ability/spell and describe how they use it to accomplish the goal. Each player is only allowed one success with a particular skill. If they fail with a skill, they are allowed to try again in a future round. Only players trained in Knowledge can use those skills, but anyone can attempt an untrained physical skill.

Players are told the win, loss, and mid-game punishment conditions (if applicable), and all DCs needed. They are not told the final rewards or consequences. Spells can be substituted for a skill. Once again, can only cast the same type of spell once. Instead of a skill roll, the caster must make a concentration check (d20+ caster level+ ability modifier) as if they are casting defensively (DC: 15+double spell level). Character abilities can also be used, with a roll of D20+character level+ character's relevant attribute modifier.

SKILL CHALLENGE: An Underwater Swim

Scenario: You may have underwater breathing, but this passageway is dark and confusing, and it is hard to tell what is up and what is down. Do your best to navigate and keep your wits about you.

Remember: You can use any skill, any spell, any character ability as long as you provide a good explanation for how you use it to accomplish the goal.

Example turn: Sir John swims powerfully through the dark water, attempting to keep his bearings. swim check: 1d20 + 5 ⇒ (3) + 5 = 8. In this case, the bad roll means the turn counts as a failure.

GM listed skills: Swim DC10, Perception DC15. Any other relevant skill: DC12
Relevant spells: vs. DC for casting defensively.
Relevant character abilities: vs. DC14

Win: 10 successes.
Lose: 10 failures.

Everyone take one turn! If you have a question on how to run this, go to the discussion tab.

Varrad
Garfaulk
Charles
Zeke
Ton'iel
Wulf


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

sounds good to be as well


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

perception: 1d20 + 12 ⇒ (9) + 12 = 21 Charles, used to nightwork and careful observation squints and sees a general direction to swim in.


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

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Stepping into the water, Ton lets the cold seep into his legs and then his stomach and chest and finally he plunges his head underneath as well.

Being able to breathe underwater was disconcerting to say the least. He feels the water enter his mouth and lungs but instead of panic rising he just tries his best to allow it to happen and breathe normally.

The water is dark and murky with the mud dragged in from the banks so he lets himself sink to the bottom and blinks hard, trying to get his bearings.


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

Closing his eyes, Zeke relaxes and attempts to rely on his other senses in the dark water, the same way he learned to navigate blindly in the tunnels of his youth.

Perception/Blind-Fight: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25


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

Just before dunking himself underwater, Garfaulk focused on the light and, sure enough, began to glow. Taking a deep breath, he too submerges himself in the the chilly water, trying to keep up with everyone. Relieved to find he could breathe, he starts looking around as well.

I'd like to use my light powers in an effort to reduce the DC of the perception check if possible. If that's all I can do, that's fine. If I can do more, let me know and I'll try perception as well.


So using your new light ability would actually be your move for the round. In a skill challenge, nothing is a gimme. To use the light, roll a D20+character level + appropriate ability modifier. (Probably charisma in this case). The DC is 14. Next round, you could do a perception check on your turn. Or a swim, or whatever.


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

gotcha gotcha

Light: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9


So far, so good. You all seem to get what is going on.

Zeke, Ton, and Charles all peer or sense into the gloom, and help guide the group forward through the passage. Garfaulk glows initially, but the distraction of the cold water gets to him, and his light dies out.

Progress so far
Success: 3
Failure: 1

Everyone can go again; Varrad and Wulf can go twice.

Remember, if you were successful with something, you can't try it again but instead have to pick a different ability/spell/skill. Garfaulk is welcome to try the light again, since he failed it.


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

Little worried im gonna drag ya guys down, I don't have more than a +3 in any of these skills lol. Going for the light again

Light Again: 1d20 + 3 ⇒ (20) + 3 = 23

Focusing, trying to push through the cold, he again tried to light their way, this time lighting up brightly to help guide the way


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

swim: 1d20 ⇒ 20

Though not a practiced swimmer by any means, Charles' small body nimbly moves through the water.


Male Android Inquisitor 1 | HP 7/10 | AC 17 Touch 14 FF 14 CMD 15 | F+3 R+3 W+4 | Init +3 | Per +8, Low-Light/Darkvision Inquisitor

He tries to find a way through the murk as he moves along.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Really? My high skill is a flunk? Oh boy. It's gonna be a long day.

Seeing as he's not entirely confident he tries to map the water's flow and the terrain he can see.

Survival: 1d20 + 6 ⇒ (8) + 6 = 14

AHA! That's something, at least.


Cantrips always seem like a good choice to use in skill challenges, if you can figure out how they apply. I like trying to find a use for prestidigitation and mage hand! Maybe not this particular challenge, but in general.


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

Still in his blind reverie, Zeke tries to ignore the pounding in his head as he prays to his deity for guidance through the darkness.

Guidance: 1d20 + 1 + 2 - 1 ⇒ (2) + 1 + 2 - 1 = 4 (level + WIS - headache)

Booooo!


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

Swim: 1d20 - 1 ⇒ (4) - 1 = 3

Seeing where he is at least Ton tries to make his way through the water but finds swimming in armour is a lot more difficult than he anticipated and he just flounders for a few seconds.


Garfaulk begins to glow, providing everyone with light. Charles shoots forward with some strong swimming, and Varrad uses his survival skills to better understand the water flows of the caverns.

Success: 6

But at the same time, Ton flounders in the water, Zeke's god seems to be out for lunch, perhaps residing over an apocalypse on some distant planet, and Varrad's eye grow cloudy from the bits of debris and refuse floating in the water.

Failure: 4

Go ahead for what could be the last round. Everyone can go once; Wulf can go three times and his first two moves will be considered before anyone else's. After that, it will be in the order received to determine final success/failure.


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 + 10 ⇒ (8) + 10 = 18Feeling his buoyancy, Charles busts out some dexterous contortions and twists, furthering his underwater journey.


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

Sorry been out all night for a meal. But I've done my three checks!

Wulf looks down at the murky water, he was ready for it before but now seeing it first the first time he feels sick. Not wanting to say anything he moves into the water and starts to swim.

Swim: 1d20 + 6 ⇒ (5) + 6 = 11

Under the water Wulf finally gets the hang of breathing the water, but he starts to get distracted not seeing all the group he looks around hoping to spot the way.

Perception: 1d20 - 1 ⇒ (20) - 1 = 19

As they get closer to the exit, Wulf attempts to point the way out for everyone to follow spotting how the water is flowing.

Survial: 1d20 - 1 ⇒ (15) - 1 = 14


Wulf did that factor your -6 to wisdom skill rolls? Edit; great, well the group wins the challenge! I'll write more when I'm off the iPhone. These things stink for posts.


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

I had forgotten to edit my survival sorry. It should all be right now.


The party emerges from the underground tunnel, focused and prepared. You stand in a dark cavern, with a beach immediately before you.

As you emerge silently, you notice the sandy beach is crowded with large crabs, each on fire and providing light around it.

Garfaulk also shines brightly, illuminating the room.

The crabs do not see you. Everyone gets a surprise round! (Move or standard action).

Roll20 note! Mention which # crab you are hitting. As for character placement in the cave, that was all done just randomly. Your reward for beating the skill challenge is this surprise round. Had you failed, the crabs would be surprising you! One more thing, Garfaulk,
I put a torch on you that you control, that represents your light source. You can move it with you. I can't give your icon both darkvision and a light source, so this is how we can run it.


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

dagger on 6: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19damage and sneak attack: 1d3 + 1d6 ⇒ (1) + (2) = 3 Charles tries to kill the delicious creature before it realizes he's there (full attack).


Roll20: I forgot to mention, the water you see in the map is shin deep at this point. It doesn't affect your movement.


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 murmurs in a gutteral language and casts a spell. He casts bless, giving +1 attack to all of his allies for 1 minute.

The map looks completely black to me, I'm afraid.


Male Android Inquisitor 1 | HP 7/10 | AC 17 Touch 14 FF 14 CMD 15 | F+3 R+3 W+4 | Init +3 | Per +8, Low-Light/Darkvision Inquisitor

Stepping in he takes a swing with his longsword against the beetle nearest him.

Attack: 1d20 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Five foot step. Standard attack:Beetle #5. Bonuses for Temp +4 strength and bless calculated
Dunno what the sword bonus does, but I don't think it's going to do more than fan the beetle


Zeke-should be fixed.

Zeke prays to his doomsday god and the party is blessed.

Charles strikes true; but unfortunately not very strong. The beetle is damaged but not dead.

Meanwhile, Varrad swings but misses; perhaps still waking up from his long sleep.

To go yet in the surprise round: Garfaulk, Ton, Wulf. (Ton and Wulf are in GMT so I never expect a post from them anything after I eat supper. :D )


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 was relieved to be out of the water, but upon realizing they were entering a room of flaming crabs, his training started to kick in. The dwarf grinned-show time. Taking a deep breath, he began to sing a hearty dwarven wartime song, one that would practically shake stones around them, his voice echoing throughout the cave as he tried to inspire courage within his allies. (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

Mswk longbow shot on #6: 1d20 + 0 + 4 + 1 + 1 + 1 ⇒ (9) + 0 + 4 + 1 + 1 + 1 = 16 (BAB+Dex+Mswk+Bess+Inspire)
Bow damage: 1d8 + 1 ⇒ (4) + 1 = 5

Ton steps out of the water only to be greeted by a number of flaming crabs so he hastily steps back (5ft step) and fires his bow once. (Standard action)

It's 07:07 here just for reference :) I try to post as soon as I get into work before things get crazy and again at lunch if needed


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

Emerging from the water Wulf is quick to look around making sure everyone is with them and then spots the Crabs. "Get behind me, I'll protect you!" He shouts out as he lifts up his heavy hammer and brings it down hard. Standard.

Hammer Swing on #1: 1d20 + 1 + 3 - 1 + 1 + 1 ⇒ (4) + 1 + 3 - 1 + 1 + 1 = 9 BAB+Str-power attack+bless+inspire
Hammer Damage: 2d6 + 4 + 3 + 1 ⇒ (3, 6) + 4 + 3 + 1 = 17 Str+Power atack+inspire

Will Wulf ever hit? I think he's living a lie or pulling his hits...

Also I really like the music on the map, I found myself leaving it open.


Ah! Didn't know if you could hear the music. Glad you like it!

SURPRISE ROUND SUMMARY

The party moves into action quickly, some hitting and some missing. Charles and Ton'iel bring down one of the fire crabs, while Garfaulk and Zeke buff the party.

The fire crabs mill about aimlessly, confused. Bad roll on their initiative; everyone goes before them.

ROUND ONE

Roll for Initiative!:

Wulf: 1d20 + 3 ⇒ (14) + 3 = 17
Ton'iel: 1d20 + 4 ⇒ (13) + 4 = 17
Charles: 1d20 + 4 ⇒ (11) + 4 = 15
Zeke: 1d20 + 6 ⇒ (15) + 6 = 21
Zeke bonus: +2 when underground
Varrad: 1d20 + 3 ⇒ (11) + 3 = 14
Garfaulk: 1d20 + 3 ⇒ (16) + 3 = 19
Fire Crabs: 1d20 + 0 ⇒ (4) + 0 = 4

1. Zeke
2. Garfaulk
3. Ton'iel
4. Wulf
5. Charles
6. Varrad
7. Fire Crabs

Go if you are bold!

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.)


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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

thrown dagger at crab 1: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21damage and sneak attack and bardsong: 1d3 + 1d6 + 2 ⇒ (2) + (4) + 2 = 8

Norman always warned me about flaming crabs. I just didn't realize he was being literal.

Charles moves up (move action) and throws a dagger at the still-flat-footed crab (standard action).


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 continued his war chant while wracking his brain for information on flaming crabs
k Nature: 1d20 + 2 ⇒ (18) + 2 = 20
Still, seeing his opportunity, he draws his light mace, takes a step forward, and slams it down on the creature crab 5 if I can get to him with that 5 ft step, crab 6 if I can't. Going off memory, don't have roll20 acres atm

continue to inspire as a free action, draw weapon as a move, 5ft step, standard attack! Also, since no one has actually benefited from my inspire since we did initiative after the surprise round, does that still use a round of inspire?

Mace Attack!: 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24 (Dex+Bless+Inspire)
Mace Damage: 1d6 + 1 ⇒ (5) + 1 = 6


With the way we do initiative, all at once, I treat buffs as if they happen first. So everyone benefited from your song during the surprise round. Same with bless.

Unfortunately for you Garfaulk, the crab that was 5 ft away from you died in the surprise round. Since your BAB is 0, you can't move and draw your weapon yet as a single move action. If you want to draw your weapon and move to the nearest crab without attacking it, you can. Or draw your weapon and stay where you are. But you can't move to it,draw, and attack.

Garfaulk is able to assess the crabs as posing no real great threat. His educated guess is that once the crabs are dead, the party could probably dissect them to find the source of their light and use it to create their own portable though temporary light.


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

ah sorry-that's the problem with playing from work lol. Can I ready that strike instead?


Sure, Garfaulk draws his weapon and as a standard action will strike if a crab comes in range


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

I still can't see anything on the map, unfortunately, and I think I moved Zeke away from his starting position when I was trying to figure out where I was. Is there a crab near him? If so I'll draw his dagger and stab it. If not, I'll ready an action to do so.

Attack with dagger: 1d20 + 0 + 2 + 1 + 1 ⇒ (3) + 0 + 2 + 1 + 1 = 7 (BAB + DEX + bless + inspire courage)
Dagger damage: 1d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2 (- STR + inspire courage)


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

Mswk longbow shot, spell combat, #3: 1d20 + 0 + 4 + 1 - 2 + 1 + 1 ⇒ (17) + 0 + 4 + 1 - 2 + 1 + 1 = 22 (BAB+Dex+Mswk-spell combat+bless+inspire)
Bow damage: 1d8 + 1 ⇒ (4) + 1 = 5
Ranged touch attack spell, #3: 1d20 + 0 + 4 - 2 + 1 + 1 ⇒ (19) + 0 + 4 - 2 + 1 + 1 = 23 (BAB+Dex-spell combat+bless+inspire)
Acid Splash: 1d3 + 1 ⇒ (2) + 1 = 3

Attack action with spell combat is a full round action

Seeing one of the crabs collapse Ton switches attention to the next. He snaps off a shot and follows it quickly with a blast of acid from his outstretched hand.

"Let's get out of the bloody water, pour it on them!" he shouts, not holding anything back and hoping his new-found comrades follow suit.


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 feels bad attacking the crabs but they are attacking him and his new companions so he's left with only one choice to smash them. "I don't want to do this! But I have to stop you." He says stepping on the now dead crab to move next to the other one. Movement Bring his hammer up high and bringing it down hard. Standard

Hammer Swing: 1d20 + 1 + 3 - 1 + 1 + 1 ⇒ (14) + 1 + 3 - 1 + 1 + 1 = 19 BAB+Str-power +attack+bless+inspire
Hammer Damage: 2d6 + 4 + 3 + 1 ⇒ (5, 2) + 4 + 3 + 1 = 15 Str+Power atack+inspire

And a Hit!


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

Ton looks over his shoulder with a look of mixed anger and exasperation.

'Wulf, they are bloody crabs, what are you talking about?'

He wondered idly if his companion had cracked his head on a rock during the swim.


ROUND 1 SUMMARY

The party easy clears out several of the vermin, but two remain. These two advance, one on Varrad and one on Wulf, swinging their claws.

vs varrad:

Fire Crab Claw to-hit: 1d20 + 1 ⇒ (17) + 1 = 18
Fire Crab Claw damage: 1d4 + 1 ⇒ (2) + 1 = 3

vs wulf:

Fire Crab Claw to-hit: 1d20 + 1 ⇒ (10) + 1 = 11
Fire Crab Claw damage: 1d4 + 1 ⇒ (3) + 1 = 4

Wulf dodges out of the way, but Varrad takes a snap for 3 damage.

ROUND 2

Round 1 Delayed: Varrad (Varrad attack twice)

1. Zeke
2. Garfaulk
3. Ton'iel
4. Wulf
5. Charles
6. Varrad
7. Fire Crabs

Go if you are bold!


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 moves to the crab he threw a dagger at to retrieve said dagger. (2 move actions)

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