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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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 moves up the beach to make sure there are no other crabs lurking behind the rocks, and readies an action to attack if a crab should happen to run past him.


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, inspire, bless, #4: 1d20 + 0 + 4 + 1 - 2 + 1 + 1 ⇒ (16) + 0 + 4 + 1 - 2 + 1 + 1 = 21 (BAB+Dex+Mswk-spell combat+bless+inspire)
Bow damage: 1d8 + 1 ⇒ (8) + 1 = 9
Ranged touch attack spell, #4: 1d20 + 0 + 4 - 2 + 1 + 1 ⇒ (6) + 0 + 4 - 2 + 1 + 1 = 10
Acid Splash: 1d3 + 1 ⇒ (3) + 1 = 4

The group seems to have the fight under control but Ton still lines up a shot, smoothly nocking, drawing and firing. Seeing his arrow slam home he follows it up with another conjured blast of acid.


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

Watching as Ton filled one with arrows and acid, Garfaulk kept up his chanting of honor and valor and victory as he slams his mace down on the other flaming crab-vermin 5 I think

Mace: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15(Dex, bless, inspire)
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


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 looks down at the smash crab his stomach turning queasy. ”We came into their home! It’s not their fault! I’m just trying to protect you lot now, but I can still feel sorry.” he says as he life’s his hammer up again and bring it down.

Hammer Swing: 1d20 + 1 + 3 - 1 + 1 + 1 ⇒ (1) + 1 + 3 - 1 + 1 + 1 = 6 BAB+Str-power attack+Bless+I nspire
Hammer Damage: 2d6 + 4 + 3 + 1 ⇒ (4, 4) + 4 + 3 + 1 = 16 Str+Power atack+inspire

Hammer Swing critical miss?: 1d20 + 1 + 3 - 1 + 1 + 1 ⇒ (5) + 1 + 3 - 1 + 1 + 1 = 10 BAB+Str-power attack+Bless+I nspire

Maybe it was crab guts hanging off his hammer that put him off or something about killing them. But Wulf misses and slams his hammer into the sand kicking it up.

I have to be just getting these all out of my system early

attempting to get a post out before bed so I’m on my phone can’t tell what is alive right now but I remember seeing one near me.


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

Swinging his sword back and forth at the crab he keeps trying to land a solid blow.

Attack #1: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Attack #2: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Wulf, Wulf... Is this your third confirmed crit fumble? You got lucky... Here is your critical fumble card: Attack the Darkness. All your enemies have concealment from you for d4 rounds. So no effect this time.

Ton'iel dispatches another with his bow and spell, while Varrad and Garfaulk together finish up the last. The beach goes quiet; the flames on the corpses of the crabs die out. They still glow, however. The group gets to pause, catch their breath, and look around.

Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons. To the south, is the deep watery passage from which you emerged.


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

Finishing his dirge, Garfaulk wiped some of the sweat from his brow-singing all out like that grew a bit tiring after a while. "Heh, didn't know ya had a soft spot fer crabs, Wulf. Might not want to pull yer punches-er, swings-next time, eh?" Moving towards one of the walls, he leans against it, taking a swig from a bottle of brandy he'd swiped from the foundry and brought with him just in case. "Everyone ok? Thought I saw yeh get hit there Varrad, need a bit o help, or are ya good?"


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

As they finish their assault he reaches up and waves his hand over the blade of his sword, muttering a small prayer on the edge as he steps forward and holds the now glowing length of steel up to act as a torch, "It is uncomfortable, but not life threatening. I believe the term is 'flesh wound'."

Starting forward me moves to gather with the others but after a few steps he stops and wiggles his feet, feeling the squishing of water in his boots, "This is... odd." Wiggling his feet some more he frowns and looks up, "I believe my footwear is retaining copious amounts of liquid. Have I done this incorrectly?"

Cast: Light (target longsword)


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

"Crabs taste good. Should save meat."


Varrad, same deal as Garfaulk. Since you already have darkvision and low light vision, I created a special light for you that you should just move with your character. If you are having a hard time seeing into the cave ahead of you, it is because of line of sight-- too many stalactites. Also Varrad- don't forget to update your HP in your stats line if you aren't planning on healing right away.


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

The dwarf laughed, lifting one of his feet to pull off one of his own boots, pouring the water out of it onto the cave floor. "Heh, sorta. Try doin this, yer feet'll thank ye later-assuming... hmph. Wonder if ya can get goblin-foot." He looks over to Charles "Yer probably right-might wanna get to it then. Never just harvested crab before, though if we get it over a fire, I can probably make sumthin nice out of it, though yer s$!+e may glow afterwards. I hear their parts might make for a good torch that wont burn away our air, if yeh prefer."

He debated about setting up his weapon again, but wasn't sure he wanted to just yet, especially if they were gonna get wet again.


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

Updated. Was trying to save my CLW spell for a bit in case we needed it. Don't want to get too liberal with the healing right out the gate.


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 comes back towards the group after looking around a bit. "Anyone good at reading tracks? See if there's any signs of Mr. Khonnir or the others?"


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

Sliding his boots off one at a time he dumps the water out and nods somewhat. Apparently it helped get the excess moisture out better than he'd thought. But at hearing Zeke's question he slips his boots back on and steps forward, "Tracks? I do not see any wheel markings. Is this a term I am unfamiliar with?"

Survival: 1d20 + 6 ⇒ (11) + 6 = 17


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 follows, keeping his bow ready in case.

Sorry for the lame update, very busy in work today :(


Varrad looks down into the soft sand. He sees imprints of footsteps, clearly from humanoid creatures. Most of the footprints head east up the five foot ledge, but three smaller set of footprints go north and then disappear into the shallow water.

Someone just tell me which direction you want to go. Too many PBP games get slowed down unnecessarily at every junction, so we will play that the first person who suggest something, we will go that way.


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 just don't feel like it was the nicest thing to just barge in here. There might have been another way, but it's done now." He looks down at the dead crabs, taking out a rag and wiping down his hammer. "We're all safe and that's what matters."

"I'm decent at tracking I'll take a look." He moves around the beach looking.

Survival: 1d20 - 1 ⇒ (15) - 1 = 14

"We should go east since most of the tracks head that way."

When it comes to that should go with a standard always left less something tells us otherwise? Also, what will be our normal formation?


The party clamors over the small, five foot ledge, and heads east into the cave.

A collection of stalactites and stalagmites choke this low-ceilinged cavern, making it difficulty to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needle-like teeth bearing down on one another. A dead half-orc sprawls on the ground near the cave's eastern entrance.


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

Looks like one of the group who came down ahead of us. Let's see if we can work out what killed them and make sure the same thing doesn't happen to us. TOn says, approaching cautiously.

He peers into the gloom looking for any sign of threat.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Ton, you think you see a flicker of light up ahead of you in the cavern, to your east and north.

There are a variety of knowledge and other checks you can make in relation to the body.


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 ⇒ (14) + 12 = 26 Charles kneels down and inspects the body.


Charles-- give me a knowledge local too.


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

knowledge local: 1d20 + 4 ⇒ (20) + 4 = 24


Charles leans down and inspects the body. It is a half-orc female, and it is someone that Charles knows well; by reputation at least. Parda Garr was a thug in town, a brawler. She joined the second expedition, and came down here with a variety of town toughs looking to make some easy money.

Garr was popular in town, in the fighting circuit at least, and there would certainly be people who would appreciate her corpse being returned.

Charles isn't quite sure how she died. Someone can do a heal check


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

As they walk, Zeke quietly informs Varrad about the nuances of the word "tracks." His attitude is slightly charmed, as if he enjoys seeing things through a relative innocent's eyes.

He nods thoughtfully when he sees Parda Garr's body, and gives it a look. As is his habit, he mutters a brief prayer before examining her.

Heal check: 1d20 + 6 - 1 + 1 ⇒ (2) + 6 - 1 + 1 = 8 (guidance, headache)


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

"Parda Garr. Brawler. Should bring body back when we leave."


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

"So she came down here with some of her gang?" Ton surmises. "Where are their bodies? Either something got her here and they either ran or fought it off before continuing, or something got them too and dragged them away."

He looks up quickly then and whispers;

"Light up ahead too, something around the corner maybe." he readies his bow just in case.


Zeke checks out Parda's body. Yup, she is definitely dead.

The stalagmite and stalacite forest ends in a wider, taller room. From where you are standing, you see more water to the left. Ton indicates that the light he saw came from that direction.

To the right, a tunnel disappears into the darkness.


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

Is the light still visible or did it appear to move?


GM Screen-PC Perception:

Wulf Percep: 1d20 + 5 - 6 ⇒ (6) + 5 - 6 = 5
Ton'iel Percep: 1d20 + 5 - 0 ⇒ (1) + 5 - 0 = 6
Charles Percep: 1d20 + 12 - 0 ⇒ (8) + 12 - 0 = 20
Charles: +1 to locate traps
Zeke Percep: 1d20 + 6 - 0 ⇒ (13) + 6 - 0 = 19
Varrad Percep: 1d20 + 8 - 0 ⇒ (17) + 8 - 0 = 25
Garfaulk Percep: 1d20 + 3 - 0 ⇒ (19) + 3 - 0 = 22

With Ton pointing, everyone can slightly see the light except Wulf, who tries his hardest but isn't able to make it out. The light isn't moving, as far as you can tell. See Roll20. Your own light sources may be slightly obscuring it. So to assist, for the moment I am going to dial back Garfaulk and Varrad's light to be dim light instead of bright.


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

Kneeling at the half orc woman he frowns as he uses his free hand to inspect her wounds, still being gentle with the body.

Heal: 1d20 + 6 ⇒ (8) + 6 = 14

Once done he arranges her in a more comfortable position and lays one hand on her forehead, closing his eyes and muttering a few words from the book he was given, "...take unto you the brave and valorous. Into your light that they may thrive."


Varrad, your inspection of the woman shows you that she was killed from numerous puncture wounds to the torso, like those caused by daggers or short-swords.


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 couldn't help but chuckle-the android knew dwarven and the rites for when someone died, yet the word 'tracks' befuddled him. Taking a brief moment to look over the body to see how she died...

heal check: 1d20 - 1 ⇒ (15) - 1 = 14

After reporting his findings weren't much more than stay Varrad found, he couldn't help but sigh. "Shame. We'll have to make sure we being her back with us when we go topside. In the meantime, I agree-let's head towards tha other light. Should we turn off ours, just in case?"


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

"I'll scout. Stay here."

Charles tries to sneak forward. Stealth: 1d20 + 12 ⇒ (8) + 12 = 20


Charles attempts to sneak forward and investigate the light, but it is of no use. A creature walks around from a corner; he had heard your battle and conversation from several minutes ago, and was waiting for an opportune time before springing out. However, thanks to Ton's notice of the light, your party is not surprised.

The creature is frog-like. It stands on two legs, tatters of a leather cap resting on his head. As it comes into view, you all notice that light is streaming out of his eyes. The light envelops Charles, and behind him, Wulf and Ton also get illuminated. In Roll20, you will see the creature has a cone of light coming out of him. It will take some GM judgement to determine who exactly is hit by the light. Also, you can see a picture of him in the Roll20 journal.

PC Fort Saves:

Wulf Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18
Ton'iel Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16
Charles Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18

With incredibly fortitude, Charles, Wulf, and Ton all resist whatever that light was going to do to them.

Roll for Initiative!:

Wulf: 1d20 + 3 ⇒ (4) + 3 = 7
Ton'iel: 1d20 + 4 ⇒ (15) + 4 = 19
Charles: 1d20 + 4 ⇒ (20) + 4 = 24
Zeke: 1d20 + 6 ⇒ (6) + 6 = 12
Zeke bonus: +2 when underground
Varrad: 1d20 + 3 ⇒ (20) + 3 = 23
Garfaulk: 1d20 + 3 ⇒ (10) + 3 = 13
Creature: 1d20 + 2 ⇒ (13) + 2 = 15

ROUND 1

1 Charles
2 Varrad
3 Ton'iel
4 Creature
5 Garfaulk
6 Zeke
7 Wulf

Go if you are bold!

Knowledge Check:

To learn 1 piece of information, free action check: Knowledge: Arcana, DC: 17. (It will be revealed next time GM posts and it will be assumed all players are told.)


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 ⇒ (6) + 10 = 16

Charles' eyes go wide as the creature startles him, but snap shut when the lights threaten to blind him. The hell is this thing? Better let the bruisers get it. Charles jumps across the water (standard action) and draws a dagger (move action).


Got what you are trying to do Charles, but the thing you tried to jump onto is a wall. Would you like to fall back instead?


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

Ah! Ha, gotcha. Yeah, he'll fall back.


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

"What the f--!"

Ton had learnt the hard way that sometimes it's better to shoot first and ask questions later. And whatever this thing was he doubted it was a missing member of the previous rescue party.

Acting on instinct, he raises his bow and fires and once again follows the arrow with a blast of acidic energy. (Full round action)

Mswk longbow shot, spell combat: 1d20 + 0 + 4 + 1 - 2 ⇒ (15) + 0 + 4 + 1 - 2 = 18 (BAB+Dex+Mswk-spell combat)
Bow damage: 1d8 ⇒ 2

Ranged touch attack spell: 1d20 + 0 + 4 - 2 ⇒ (13) + 0 + 4 - 2 = 15
Acid Splash: 1d3 ⇒ 1

He then steps back.

Good attack rolls but terrible damage


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 sees the creature and tries to think if he's heard about anything like that before.

Knowledge Arcana: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14


Both the arrow and the acid spell connect and seem to hurt the creature.


Zeke thinks about the creature, but he doesn't ever hearing about anything like this.

The creature take a few steps, and repositions his light gaze to shine upon Wulf, Garfaulk,Varrad, and Zeke. He does not seem willing to charge right into the middle of the party, and readys an action to attack at the first creature that approaches him.

PC Fort Saves:

Wulf Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Zeke Fort Save: 1d20 + 4 ⇒ (20) + 4 = 24
Varrad Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10
Garfaulk Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12

Zeke and Varrad resist the light, but both Varrad and Garfaulk get the light right in their eyes. They are blinded.

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

If you are blind and want to attack at this creature, first you have to roll a d100. If you are above or equal to 51, you can then proceed with the attack.

ROUND 1 continued

1 Charles
2 Varrad (delayed)
3 Ton'iel
4 Creature
5 Garfaulk
6 Zeke
7 Wulf

ROUND 2

1 Charles
2 Varrad
3 Ton'iel
4 Creature
5 Garfaulk
6 Zeke
7 Wulf

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 draws his crossbow (move action) and loads it (standard action). He calls out to the others, "Ah! That thing's got blinding lights for eyes!"


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

I'm going to hold my round 2 action until after Wulf takes his round 1 - I don't want to use a spell unless I have to

I might actually know what this thing is though.

Knowledge Arcana: 1d20 + 7 ⇒ (4) + 7 = 11

Nope


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 was going to shout out to stop, he was too slow as Ton fires at it. Instead, he is now focused on protecting his team as the creature shines a bright blinding light at them.

He moves to close down the distance between him and the lizard creature, covering his eyes as he moves closer.Movement He lifts up his hammer and swing to strike at the light. Standard

Hammer Swing: 1d20 + 1 + 3 - 1 ⇒ (19) + 1 + 3 - 1 = 22 BAB+Str-power attack
Hammer Damage: 2d6 + 4 + 3 ⇒ (4, 6) + 4 + 3 = 17 Str+Power atack


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

Round 2 action

Ton strides back into the cave, looking for cover on the other side but snapping off a hasty shot that clatters harmlessly off the rocks beside the creature.

Mswk longbow shot: 1d20 + 0 + 4 + 1 ⇒ (2) + 0 + 4 + 1 = 7 (BAB+Dex+Mswk)
Bow damage: 1d8 ⇒ 3


The creature tries to bites Wulf as it draw near (its readied action), but does take a great blow to the chest from Wulf's hammer.

GM-Screen:

Creature Bite to-hit: 1d20 + 5 ⇒ (1) + 5 = 6
Creature Bite damage: 1d4 + 1 ⇒ (4) + 1 = 5

confirm the critical fumble??:

crit fumble: 1d20 + 5 ⇒ (1) + 5 = 6
Two natural 1's in a row!! Critical Fumble definitely confirmed

Crit fumble card: Head Meet Wall. You are dazed for 1d3 round. d3: 1d3 ⇒ 1. Ooff.

Off balance, the creature hits its head against the wall, and it stands there, briefly dazed. And it drops in the initiative thanks to it's readied action.

ROUND 1
Done; moving onto Round 2.

ROUND 2

1 Charles
2 Varrad
3 Ton'iel
4 Garfaulk
5 Zeke
6 Wulf
7 Creature (dazed.... loses its turn)

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

stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Charles tries to sneak back in without the creature noticing. (Full round action)


Charles that works; he doesn't have a chance. Though I am reading over the stealth skill stuff to make sure we get this right. I don't see this as taking a full round action; it is part of a move action. So you could throw your dagger if you wanted and get the sneak attack damage, or you could even get right next to him and then attack because he is in your walking range.


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: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24damage and sneak attack: 1d3 + 1d6 ⇒ (2) + (3) = 5

Seeing that his ruse has worked, Charles throws a dagger at the unsuspecting creature.

critical confirmation, flat footed attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13So, if that hits, do I roll crit damage or do you do a card?damage just in case: 1d3 ⇒ 3

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