Of Gears and Greed (Inactive)

Game Master Nevynxxx

A slightly steampunked up Rise of the Runelords. I've stayed close to the text for this first part, but plan to move away from it as we progress....


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Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Giving the big man in the tin can an appraising look through squinted eyes, Jerjia says, "Wait! If we think he's going to take the bridge down, shouldn't we send him across first and see how it holds up, instead of all being stuck on the other side with an island full of goblins and no way to get back?"


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

As you can barely see his eyes, seeing how his hat is pulled down low enough to where it almost covers them, Casey waits to see what is gonna happen between the "tin man" and the "little stick of dynamite".

The silence is deafening as a tumbleweed blows through.

(*Cue the old western standoff music*) ;)


Adonai turns to the gnome, 'But how would you get across if it comes down first? After you milady." The paladin gestures a welcoming pose, inviting her to pass.


As you pass over the bridge, it sways in the wind. A brief glimpse shows the drop to the water to be, significant.

Finally, with some more creaking and straining, of ropes, Adonai makes it across.

You are standing on the island, with the ex-prison in front. There is a huge double door, and a lot of small slitted windows to see. You could also circumnavigate the building from the looks of things.


"I say, chaps. Allow me to examine the door to see if the little savages have trapped it."

Perception check to check for traps: 1d20 + 9 ⇒ (15) + 9 = 24


Rocks fall, everybody dies.

J/k :D

Witz:
There don't appear to be any traps on the doors.

You are over the bridge, what are you doing?


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Jerjia quickly moves up next to the prison's wall, hoping not to be seen by anyone inside looking out. "Do you think that's the only door, Sparky?" she asks her lizard rhetorically. "Easier to sneak in a little back door where they deliver the bread and water than a big front door where they deliver the prisoners." Stealth 1d20 + 11 ⇒ (1) + 11 = 12 as she begins to move around the building, staying close to the wall


Male Human Ranger 2

"These are goblins. They eat their prisoners. I'm sure that entrance was blocked up ages ago."


"Quite. I believe we're overthinking them." Wits slowly opens the door, trying to avoid any noise.


Outside, you are looking at a tall, imposing building, made of stone, and definitely designed to keep people in.

As Witz opens the door, it becomes obvious that the building was never completed. Goblin there are few internal walls, the ones there seem to be for support, with the rest simply marked out on the floor or half built. Goblin debris is strewn about, and the smell is atrocious.

As you enter, the light, or possibly the smell of clean air wakes the goblins that are asleep here.

The six goblins all wake, and one shouts something in goblin.

Anyone who speaks goblin:
"Two legs! Two legs attacking!

Init please, may as well include your first action in the post. You have the surprise round.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Init. 1d20 + 10 ⇒ (16) + 10 = 26

"I think they heard us." As he moves just outside the double doors, while taking aim with his rifle and allowing enough space for the others to get through.


Initiative 1d20 ⇒ 9

Adonai lifts his shield ahead of him and charges the goblin that is speaking.

Power Attacking Charge 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d8 + 5 ⇒ (5) + 5 = 10


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Initiative 1d20 + 3 ⇒ (6) + 3 = 9

Jerjia rushes into the structure and stops inside the doorway to get her bearings. "Harump-HER!" she commands gleefully.


Init: 1d20 + 2 ⇒ (13) + 2 = 15

Wits, hearing the commotion, will snatch one of his bombs from his pocket, shake it vigorously and throw it at the largest mass of goblins!

Attack: ranged touch: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9 fire and 6 splash damage


Male Human Ranger 2

Reynard Steps up looking a goblin in the eye before planting a crossbow bolt into its face

Init 1d20 + 5 ⇒ (13) + 5 = 18Forest

1d20 + 8 ⇒ (19) + 8 = 27
1d10 + 4 ⇒ (10) + 4 = 14 Deadly aim


Only a single Standard or move action allowed people! I will assume you had weapons ready though, and may lean to 5ft steps being acceptable ;)

Adoni, you can change that action before I recap it.

Surprise:

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.
Determining Awareness

Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining awareness may call for Perception checks or other checks.
The Surprise Round

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants

Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

Init
Casey: 26
Goblins: 23
Reynard: 18
Wits: 15
Adoni: 9
Jerjia: 9

Map


Adonai draws back a chakrum and sends it flying with a sideways throw towards the goblin that spoke.

Attack 21
Damage 9
I just used what I rolled and adjusted the modifiers. I never remember what is allowed in a surprise round.


Adonai Soldatovic wrote:

Adonai draws back a chakrum and sends it flying with a sideways throw towards the goblin that spoke.

Attack 21
Damage 9
I just used what I rolled and adjusted the modifiers. I never remember what is allowed in a surprise round.

Me either, I end up with 20 tabs open to various bits of www.d20pfsrd.com whenever I post anything

As Casey moves to take aim, the other Goblins stand up, the one shouting takes a step forward, only to be impaled by reynards piston fired bolt. It collapses backwards. Wits' bomb flies true, and another goblin goes down in a storm of flame. Seeing his target down, Adonai shifts his throw to impale one of the other goblins, taking it out of action too. Jerjia steps inside the doorway.

Round 2!

Adoni and Casey can't see the Eastern most goblin without moving, Wits can't see the Southern most. The pillars are providing cover in some ways too.

Map


Adonai draws his longsword as he charges the southernmost goblin.

Charging Power Attack 1d20 + 8 ⇒ (6) + 8 = 14
Damage 1d8 + 5 ⇒ (3) + 5 = 8


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Casey moves to get a better shot at the goblin that's the farthest away.

Move 4 squares to the west; 1 square north; Attacking the northernmost goblin.

"I gothcha now, you little..." he threatens as he takes aim and fires.

Rifle: 1d20 + 7 ⇒ (5) + 7 = 12 range touch
Damage: 1d10 + 4 ⇒ (8) + 4 = 12


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

I just noticed that both goblins up top are equally north. I'm actually talking about the one on the left, closer to the west wall.


Updated Map


Tweaked map as I assume some people are waiting on the Goblin's action...

Casey moves, and cracks off a shot, just as the goblins charge forwards. The shot goes wild, and then another goblin slams into Casey, swiping him with it's sword (3HP of damage).


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Jerjia points at the goblin in the middle. "BOO," she tells it. "Harump-HER." daze (Will DC 13)


Wits moves into the room, drawing his crossbow and firing at the farthest goblin.

Attack! 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

If Wits and/or Reynard kill that middle goblin, please re-direct Jerjia's daze at one still standing (if any, by the time it gets to her init).


Male Human Ranger 2

Reynard sights his crossbow on another target, the shot streaking between the engaged parties to plant the bolt deeply in the middle goblin.

1d20 + 8 ⇒ (14) + 8 = 22
1d10 + 4 ⇒ (8) + 4 = 12


Sorry for the delay Folks, a couple of days without an internet connection kept me from you. Normal service now resumed!

Me:
1d20 - 1 ⇒ (1) - 1 = 0
casey: 1d20 + 2 ⇒ (2) + 2 = 4 1d4 ⇒ 4
Adonai: 1d20 + 2 ⇒ (16) + 2 = 18 1d4 ⇒ 4

Casey cracks off a shot that the goblin just barely manages to avoid, as two goblins charge into Casey and Adonai, futilely waving their swords.

Reynard's shot takes out one Goblin, while Wits injures another. Adoni moves forward and slaughters a second goblin, while Jerjia stuns the last remaining Goblin. It stands open mouthed and unable to act.

Round Three, keeping on rounds for just a little while, despite that last goblin being a pretty easy target.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Getting cut by the goblin, Casey attempts to smash the goblin's face with the butt of his gun.

1 Grit point; pistol whip

Rifle: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 3 ⇒ (5) + 3 = 8


Adonai steps over towards the remain goblin and stabs with his longsword.

Attack 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d8 + 3 ⇒ (4) + 3 = 7


Casey knocks the last goblin unconscious.

You have two rounds to do any prep you may want to do...


Wits glances around the room, getting an idea of what sort of place this was before the goblins defiled it...

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"Well, we took care of those 'uns. I'm bettin' they got more of 'em on there way though. Lock 'n load fellas." Then remembering the small, female, stick of dynamite, "And little lady." he says. "Let's be ready." Casey says as he makes sure his gun is still loaded.


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Taking stock of the various doors and stairways, Jerjia takes up a position to the northwest of the southwestern pillar, judging it will give her a good vantage point on goblins entering the room from any orifice, as well as providing a bit of cover. She keeps her wand at the ready.


Wits Fizzlewick wrote:

Wits glances around the room, getting an idea of what sort of place this was before the goblins defiled it...

Perception: 1d20+9

It looks like this room was originally intended to be sectioned off into multiple smaller rooms, there are rows of bricks where the internal walls have started to be built. Probably not intended as the cell block from the size of the outlines.

Now though, it is covered in Goblin detritus. Dirty, smelly straw covers the floor, covered in one or two places by threadbare rugs, and small piles of junk are scattered about. A few clay pipes lie about the place, discarded.

After a few seconds, a clatter is heard, and four goblins appear from the stairs to the East.

I'll repost a map in a while. Init may as well stay the same to keep things simple.


Sorry, map took a little while longer than expected!


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2
Jerjia Nimburhombus wrote:
Taking stock of the various doors and stairways, Jerjia takes up a position to the northwest of the southwestern pillar, judging it will give her a good vantage point on goblins entering the room from any orifice, as well as providing a bit of cover. She keeps her wand at the ready.

Sorry, Nevynxxx, but Jerjia's supposed to be behind the pillar on the western side of the room, basically 12 squares to the left. Also, those 3 goblins in the middle of the room are the ones we've already killed, right, not new ones?


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

I'm guessing the three goblins that are right on me and Adon are the ones we killed already?

Casey moves to get a better shot at the goblins coming from the east.

Move 10' north. Then 10' east, towards goblins. Attacking the closest goblin.

Rifle w/PB: 1d20 + 4 ⇒ (17) + 4 = 21 ranged touch; added in a -4 just in case they are considered in melee with Jerjia.

Damage w/PB: 1d10 + 5 ⇒ (2) + 5 = 7

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Bugger, sorry Jerjia, I'll update the map, and learn the compass points....

Yeah Casey, the only live goblins are near the stairs and far from you for the moment...


Male Human Ranger 2

Reynard sweeps into area, taking a quick shot down the hall at the goblins.

1d20 + 9 ⇒ (5) + 9 = 14
1d10 + 2 ⇒ (4) + 2 = 6


Adonai charges the lower left goblin.

Attack 1d20 + 8 ⇒ (11) + 8 = 19
Damage 1d8 + 5 ⇒ (1) + 5 = 6


Female Gnome Rogue 1/ Sorcerer (elemental: air) 3 | hp 26/26 | AC: 14 (14 touch, 11 ff) CMD 12 | Fort +2 Ref +6 Will +3 | Perception +7 | Init +3 | Attack of Opportunity +2

Not sure if the goblins have had their Init this round yet. As soon as one comes within 30 feet of her, Jerjia will hit it with another daze (Will DC 13). If that doesn't happen before her intiative, she'll ready the action.

"Harump-HER. BOO."


Casey moves and snaps off a shot, hitting the goblin square on. In it's fury, it doesn't take much notice though.

The Goblins then charge forward, two staying back, and being more cautious, but one charges Casey, and the other Adoni. Both goblins swing in with their huge makeshift halberds, but fail to find a gap in any armour.

Reynard cracks off a shot at one of the more cautious Goblins but it manages to avoid the bolt.

Jerjia's spell seems to affect the Goblin attacking Adoni, but it shakes off the effect and continues to manoeuvre.

Not sure where Reynard wants to step, so left him where he is.

Map

For me:

casey, atk: 1d20 + 6 ⇒ (1) + 6 = 7 dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Adoni, atk: 1d20 + 6 ⇒ (6) + 6 = 12 dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Will: 1d20 + 1 ⇒ (17) + 1 = 18

Wits?


Wits steps 15 feet into the room, pulling a bomb bottle forth from his waistcoat and shaking it vigorously to stir up the alchemical reaction. He smiles at the three goblins in front of him and throws it at the space directly in front of the middle goblin, ensuring that all three will have splash damage!

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13 and 6 fire splash damage!


Since there is a goblin right on top of me, I'm obviously not charging so the attack roll will be a 17.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Adonai Soldatovic wrote:
Since there is a goblin right on top of me, I'm obviously not charging so the attack roll will be a 17.

You still hit it :)

I'm too tired to work out what damage Wits did. New post tomorrow ;)


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Round 2

Casey takes a step to his left as he reloads and fires again.

Rifle w/PB: 1d20 + 8 ⇒ (18) + 8 = 26 Range touch
Damage w/PB: 1d10 + 5 ⇒ (3) + 5 = 8

"Eat lead, goblin scum!" Casey hollers at it.


Map

Technically, you can only target an intersection, or a creature...Not a square. Stupid and odd in my opinion....Targetting the square, the direct hit damage is not used (like targeting an intersection) and the creatures around take the splash damage...

Wits' bomb explodes in front of the goblins, covering them in burning chemicals.

Casey then steps back, and fires a shot at the goblin before it can react. It falls to the ground, dead.

The goblin attacking Adoni stikes again, this time, getting through his armour, and doing 10HP of damage.

One of the cautious goblins charges Casey, and the other Reynard, but they miss compleatly in their fury.

me:

Atk Adoni: 1d20 + 6 ⇒ (15) + 6 = 21 DMG: 1d8 + 3 ⇒ (7) + 3 = 10
Atk Casey: 1d20 + 6 ⇒ (2) + 6 = 8 DMG: 1d8 + 3 ⇒ (3) + 3 = 6
Atk Reynard: 1d20 + 6 ⇒ (5) + 6 = 11 DMG: 1d8 + 3 ⇒ (3) + 3 = 6


"Outta my way!" growls the paladin as he lifts his shield and charges through the goblin next to him towards the goblin threatening Wits and Reynard. "Wits! Fry that one." Adonai indicates the goblin he just ran past.

Improved Overrun 1d20 + 8 ⇒ (6) + 8 = 14
.
Moving through the adjacent goblin straight east, then diagonally north of the goblin that is north of Reynard, provoking an AoO and taking the flank position. My goal is to soak the AoO so that Wits can do his thing without provoking himself.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Bump for whoever's next. (Not real sure. I've lost the intiative order.)

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