Our Clockwork Protectors (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'

An Adventure for 12th Level Characters

Karggat Mine: Map

Encounter Map

Note that map scale is 1 square = 10 feet


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male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

confusion 1d100 ⇒ 56

Finnian continues to beat himself up :)

1d8 + 2 ⇒ (7) + 2 = 9


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Scaramanga regains control and moves away from the creature, waiting for his party members to finish it off.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Getting more angry as the beast rakes him again, Black Bragi stuffs more cartridges into B!tchin' Betty and blasts it again.
Attack (touch) 1d20 + 16 ⇒ (16) + 16 = 32
Damage 1d12 + 17 ⇒ (8) + 17 = 25
Attack (touch) 1d20 + 16 ⇒ (17) + 16 = 33
Damage 1d12 + 17 ⇒ (5) + 17 = 22
Attack (touch) 1d20 + 11 ⇒ (14) + 11 = 25
Damage 1d12 + 17 ⇒ (5) + 17 = 22
Attack (touch) 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d12 + 17 ⇒ (11) + 17 = 28


As Black Bragi's weapon shouts out again in fury, several fatal impacts wrack the creature and it slumps dumbly to the ground...stone dead. With the threat gone, you finally have time to survey your surroundings. You have landed on a dust plain surrounded by the jagged peaks of the Kargatt Hills...the Mana Storm Cloud moving off to the South as quickly as it had fallen upon your position. Although it can be no later than midday, there is an oppresive gloom in the air, the sky is darkened and gloomy and, worryingly, storm clouds are moving in from the west.

The wildflowers growing in the dust field show the path that the storm took. Following the colourful trail with your eyes, you can see a number of trails converging at the foot of a boulder strewn slope immediately north of you. Following the trail up the steep incline, there appears to be a manmade entrance into the side of the hill; the entrance is no more than a mile from your position.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

How many shots to finish it there GM Zed? Bragi will generally stop shooting once something is obviously dead unless you prefer to rule that the entire set of actions for the round takes place regardless.

Bragi points toward the hills. "That looks like the mine. We'd better get moving before another storm comes through. Are you all right Finnian?"
I'm down 42 hp if anyone can heal me.


First shot would have killed it...am fine with you realising it was dead and conserving ammo...


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

"My gosh, I've never seen such resistant bugs. Did you fellas bring any potions?"

Forgot to pick up CLW wands :D


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Hopefully, we find something. Had some extra gold I could have thrown in, but too late now.


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

Twylla strides over to her injured party mates and hits them with a heal each. "Let's pick up some healing supplies next time we stop by town. Each one of those spells can really pack a whallop, far too much for your needs."


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

"Good luck finding any manner of magical healing in these wastes." Scaramanga says to Twylla soberly, his heart still beating from seeing the detective. He looks down toward the cave entrance. "You reckon we should make our way down there?"


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"I think so. Let's see if we can find out what's causing the Guardians to go crazy. Thanks for healing me Twylla. I guess we need to do a better job avoiding injury if other options aren't available."


It is short and easy walk up the slopes to the Mine Entrance, the trails remain in good repair and you find your footing up the slope without error. Arriving at the sheltered ground in front of the mine shaft, the rising wind fades to a strong breeze carrying the first drops of rain. The gunmetal grey clouds above you indicate a tempestuous storm in the making.

The entrance to the mine itself looks aged and it is clearly some years since the mine was actively worked. The telltale signs of disrepair and decay are everywhere; faded paint, rusted metal, discarded tools, etc

As the raindrops threaten to turn into sheets of rain, it appears that the only shelter is the mine itself, the pitch black tunnel descending into the abandoned Karggat Mine howling sporadically, thanks to the Mana Wastes' unpredictable air currents.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

Finnian shakes his head as if clearing cobwebs.
"Did I miss something?" He says as he looks at his self inflicted wounds.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"I think the storm possessed you Finnian. But it seems to have passed now. Let's hurry to the cave. It looks like a worse one is coming." Black Bragi hustles forward to the entrance to the mine shaft, but pauses in front to see if he can see or hear anything.
Perception 1d20 + 21 ⇒ (6) + 21 = 27


As the rain comes down in sheets outside the mine, your eyes adjust to the gloom within the Mine Entrance. The walls of the Mine are primarily rough-hewn stone and, at this point, the uneven ceiling reaches an average height of twenty feet. The tunnels coming from the entrance cave are supported by various stone and coal deposits that the miners must have left in place as pillars.

The mines may have originally been lit by sunrods that are placed in sconces around the tunnels, but the light from these alchemical torches has long since faded. The light from outside dimly illuminates the first thirty to forty feet of the mine before it yields to pitch darkness. Everywhere, the dank walls of the mine drip with condensation.

Mine cart tracks from the tunnel entrance continue to the north, disappearing into darkness. A wooden sign at the entrance promises lower levels in the tracks' direction. To the east, several abandoned mine carts lie strewn around the dirt, some tipped over. In an alcove to the west stands a sizable but nondescript shrine half-buried in loose stone, a heavy black sheet of soot covering the steps leading up to its weathered altar; to the south of the shrine stands a rickety wooden door.

The mine is deathly quiet; the occasional whistle of wind and the gentle dripping of water being the only sounds to puncture the blanket of silence.

A couple of housekeeping things…Light Sources? Who needs a light source and who is carrying light? Will you have any particular 'marching order' for default set up if you encounter anything 'unfriendly'?

A map of the mine entrance has been posted in the Campaign Tab (and will be updated as you explore further)


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

With low light vision and high stealth, Scaramanga will take distant point and stand maybe 30' in front of the rest of the party. He has low light vision. I'll make the relevant rolls now.

"Allow me to scout ahead, I'll be sure to alert you to any clear dangers." says Scaramanga as he moves toward the entrance.

Stealth: 1d20 + 20 ⇒ (16) + 20 = 36
Perception: 1d20 + 15 ⇒ (8) + 15 = 23


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

low light vision just doubles the range of effect from light sources, still need a light source

Finnian pulls out his wayfinder and casts light on himself.

20' of normal light and then 20' more of dim light (double those distances for Scaramanga and anyone else with low light vision).


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

Twylla takes a nice, safe spot behind Finnian.

Darkvision 60ft


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Bragi stands by Twylla. His eyes see further than others in the black, but he prefers to keep some room between himself and those that would do him harm, especially after the land sharks."[/b]
Stealth 1d20 + 15 ⇒ (18) + 15 = 33
Perception 1d20 + 21 ⇒ (3) + 21 = 24


With light coming from Finnian, Scaramanga moves into the mine...proceeding as far as the point where the disused rail tracks split into two directions, he can see that one set of rails runs to the north, joining up with another set before, at the edge of darkness, splitting and heading in three different directions. The other set heads directly westwards, with another set of rails joining it, before disappearing into the darkness...the sound of water dripping seems louder in this direction, almost as if the drops were falling into a large body of water.

Just prior to the split in the rails, there is a side excavation to the east of this main cavern... Pots and vases are strewn about in front of the collapsed wall of this apparent dead end, and the remnants of long dead flowers droop down the sides of the containers. Several mining picks lean against the crumbled stone to the east.

The map in the campaign tab has been updated to show exploration so far

Note that the scale of this map is 1 square = 10 feet


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

"Which way do you think we should go?" Scaramanga whispers.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Bragi gestures silently toward the side excavation.


Moving to the entrance of the tunnel, you can see a humanoid figure moving near the rubble at the end of the tunnel; perhaps realising that it has been detected, the figure...a skeletal creature, slightly smaller than a human and covered in rags...looks back down the corridor towards your position, malevolently hisses and steps back into the rubble…disappearing from view.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Black Bragi scowls down the tunnel at the creature, trying to make it out, "What in the Nine Hells is that thing?"
Knowledge (local) 1d20 + 16 ⇒ (8) + 16 = 24


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

"In this light? It could be anything. I doubt its alone."

Finnian moves forward cautiously, keeping a look out for the creature.

Perception 1d20 + 15 ⇒ (7) + 15 = 22


Black Bragi:
You didn't get enough of a look at the figure to identify who or what it may have been

Moving carefully into the tunnel, Scaramanga and Finnian survey the area for anything untoward…

Scaramanga Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Finnian Perception: 1d20 + 15 ⇒ (17) + 15 = 32

Black Bragi takes a position at the entrance to the tunnel, eyes keenly surveying for danger....

Black Bragi Perception: 1d20 + 21 ⇒ (12) + 21 = 33

Black Bragi and Finnian:
To the north of the tunnel, where the second entrance point feeds into the excavation, there is a dust covered blanket spread out on the floor…small scraps of meat lie in the centre of the blanket

Looking further along the tunnel, the solid rock floor gives way to ankle deep mud…the walls and ceiling of the tunnel though, seem quite dry. The tunnel itself stops in a blockage of crumbled stone and rock, three corroded pick axes leaning against the rubble (with a further one lying on the floor).

Whilst it would certainly be hard work, it may be possible to unblock the rock fall in the passage.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

In a hush Bragi shares, "Someone's laid out a gods damned picnic. Or more likely a trap. Set it off and see who comes?"


Is anyone investigating Bragi's picnic? Or the rubble? Or other action?


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

"Maybe we should wait for them and set up an ambush. I have a few ideas..." Twylla smiles deviously.


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Scaramanga makes a few silent motions and ghostly hands approach the picnic, they then start moving the meat around and testing the parameters of the area, to see if its a trap.
Disable Device: 1d20 + 20 ⇒ (19) + 20 = 39

Use ranged ledgerdemain to disable device from a distance.


As Scaramanga prods at the dust covered blanket with his floating hands, he is able to feel the absence of solid ground beneath it…suddenly, as the weight shifts on the blanket, it slides in on itself and disappears from view…revealing a 10 feet wide hole. Cautiously approaching the sprung trap, you are able to see that the tarpaulin, with it's associated detritus, now lies some thirty feet beneath you at the bottom of a smoothly cut vertical shaft.

Whilst you consider your good fortune in discovering the trap, everything in the mine remains silent until, without warning, a moderately sized stone (slightly larger than a person's head) falls from the rock pile in the blocked tunnel to the east…it clatters to the floor generating little clouds of dust as it falls against other stones.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

Finnian looks around intently at the shadows when the rock falls, looking for any movement.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"Thought we had a cave-in for a minute there." Bragi tries to see if the figure seen earlier might have set it off. "Guess we better move forward now that we know what to avoid. Now?"
Perception 1d20 + 21 ⇒ (7) + 21 = 28


Looking around the cavern, there is little to see...until you become aware of low sibilant voices...

"Buried ussss alive….."

"Left ussss to die…."

"Paid for their greed…..with our blood…."

"Vengenance…."

"Vengenance!!!!!"

"VENGENANCE!!!!"

As the voices increase in volume, the ground beneath your feet starts to dampen and become slick with mud. You have no time to ponder this though before three skeletal figures, covered in rags and plant matter, and slightly squatter than a human emerge from the rock to the east of the tunnel. Their jaws gape open....

"Revenge...."

Initiative Check for Party and Enemy

Bragi: 1d20 + 12 ⇒ (11) + 12 = 23
Finnian: 1d20 + 8 ⇒ (8) + 8 = 16
Scaramanga: 1d20 + 9 ⇒ (4) + 9 = 13
Twylla: 1d20 + 2 ⇒ (17) + 2 = 19

Enemy: 1d20 + 8 ⇒ (13) + 8 = 21

Initiative Order
Black Bragi then,
Enemy then,
Twylla, Finnian and Scaramanga

There is an aura surrounding the creatures; a 30 feet radius of broken ground (difficult terrain) affects movement

The Encounter Map is in the campaign tab and can be edited by you for movement, etc


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Black Bragi exclaims, "Buried alive! Ain't no one been in these tunnels for years. Must be gods damned undead!" He takes a step back from the closest creature and fires off B!tchin' Betty reloading quickly. He curses as the musket jams again as he gets the final shot off.
Targeting #1. If it goes down, he will switch to #2.
Attack 1d20 + 16 ⇒ (12) + 16 = 28
Damage 1d12 + 17 ⇒ (3) + 17 = 20
Attack 1d20 + 16 ⇒ (13) + 16 = 29
Damage 1d12 + 17 ⇒ (9) + 17 = 26
Attack 1d20 + 11 ⇒ (12) + 11 = 23
Damage 1d12 + 17 ⇒ (7) + 17 = 24
Attack 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1d12 + 17 ⇒ (10) + 17 = 27
Note that if any of those hit, allies get a +2 to attack and damage against that foe for the next round.


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Scaramanga tumbles 10' back and activates his Ring of Invisibility.

On his turn, of course

Acrobatics: 1d20 + 20 ⇒ (10) + 20 = 30


The figure in the rear corner of the cavern stretches a skeletal arm towards you and emits a low burbling sound... a slurry of mud starts to drool out of it's mouth... and above you, the rock of the cavern starts to creak and bow... and, liquifying before your eyes, collapses down upon you...

Transmute Rock to Mud within the cavern, as per Encounter Map, 8d6 ⇒ (6, 3, 1, 4, 5, 1, 3, 1) = 24 damage, Reflex Save (DC20) for half damage. Bragi, Finnian and Scaramanga all require to make this save

The area marked on the Encounter Map is now 5 feet deep in mud, reducing speed to 5 feet and conferring a -2 penalty to AC and Attack Rolls

As Scaramanga moves to avoid the collapsing mud, he is confronted with another of the creatures... Gliding through the mud as if it was water, it swipes and bites at him... It's breath rank with decay...

Bite attack: 1d20 + 14 ⇒ (18) + 14 = 32, hitting for 1d8 + 6 ⇒ (5) + 6 = 11
Slam attack: 1d20 + 14 ⇒ (8) + 14 = 22, hitting for 1d6 + 6 ⇒ (5) + 6 = 11
Slam attack: 1d20 + 14 ⇒ (13) + 14 = 27, hitting for 1d6 + 6 ⇒ (3) + 6 = 9

Scaramanga You will need to roll 3 DC20 Will saves to avoid being cursed with Misfortune (-4 penalty to Attack Rolls, Saving Throws and Skill Checks plus Critical Threats against you automatically confirm). If you fail more than one Will Save, you will additionally be Staggered for 1 round.

The third creature (number 2 on the Encounter Map) will take no action this round

Everyone may take their turn now...don't forget reflex / will saves plus the limitation on movement


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

reflex save 1d20 + 15 ⇒ (1) + 15 = 16

Finnian's normally quick reflexes fail him as he is pummeled by the mudslide. He quickly activates his Celestial armor and flies up 10'.

status:

AC-29
hp-57/81
status-flying

My grandson is in the hospital after having a seizure. My posting will be spotty. I should know more tomorrow. I can probably be on once a day for combat, but any significant RP will be out for the next couple of days.


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Will: 1d20 + 7 ⇒ (20) + 7 = 27
Will: 1d20 + 7 ⇒ (13) + 7 = 20
Will: 1d20 + 7 ⇒ (9) + 7 = 16

Prelim, posting later. I think I'm falling though. Need to pull up the por when I get home


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Reflex 1d20 + 14 ⇒ (7) + 14 = 21
Black Bragi barely evades the worst of the rockslide. "What in tarnation are these damn things!" He clears the misfire from B!tchin' Betty and resumes firing at his original target.
Attack 1d20 + 18 - 2 ⇒ (12) + 18 - 2 = 28
Damage 1d12 + 17 ⇒ (7) + 17 = 24

Now that the misfire is cleared, I'll give you a couple AoO rolls in case any of them provoke (he threatens out to 15 feet).
AoO 1 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
Damage 1d12 + 17 ⇒ (12) + 17 = 29
AoO 2 1d20 + 18 - 2 ⇒ (5) + 18 - 2 = 21
Damage 1d12 + 17 ⇒ (10) + 17 = 27
AoO 3 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23
Damage 1d12 + 17 ⇒ (3) + 17 = 20


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

So where's the second creature in the mud?


As per Encounter Map - Creature 3 is in mud (it has Earth Glide and can move unimpeded) and just attacked you, Creature 2 is not in mud but took no obvious action this round and Creature 1 cast Transmute Rock to Mud

Hope that clarifies?


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Alright, and one last thing. Did I succeed at my tumble attempt?


I am not sure whether your tumble is strictly permissible - the depth of mud is greater than what would be defined as a Deep Bog and, RAW, prohibit tumbling in a deep bog


Twylla drops a wall of ice going diagonally, blocking off enemies #1 and #2. Shadow Evocation, DC 27 Will to disbelieve, then DC 27 Reflex for the enemies near the wall that want to try to disrupt the formation

It's not letting me switch avatars for some reason, working to resolve


Male Half-Elf Alchemist 3/ Wizard 1/ AT 8 (HP: 12/69 Init:+9 AC:17 Perc: +15) | F: +10 R: +14 W: +7

Scaramanga, bloodied and confused, activates his ring of invisibility.

End turn


Bragi's shots once again find their target, bone shattering from the skeletal carcass of the creature...yet none of the wounds inflicted are grievous enough to fell your enemy.

GM Only:
Guecubu 1 on 15/104HP (after Fast Healing), Guecubu 2 and 3 on full HP

Will Save for Creature 1: 1d20 + 11 ⇒ (5) + 11 = 16
Will Save for Creature 2: 1d20 + 11 ⇒ (1) + 11 = 12

Hissing, both creatures trapped behind Twylla's wall sink back into the wall behind them...disappearing from view.

Scaramanga reeling under the ferocity of the creature's attacks, blinks out of view...leaving a person size indentation in the waist high mud...Unfortunately your enemy has Tremorsense so, coupled with the fact that Scaramanga is inadvertently leaving clues about his position in the mud, your enemy is perfectly aware of Scaramanga's position

The creature on your side of Twylla's wall lashes out at the fresh air where Scaramanga had been.

Bite attack: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13, missing
Slam attack: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24, (50% chance to miss due to concealment: 1d100 ⇒ 11, missing
Slam attack: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23, (50% chance to miss due to concealment: 1d100 ⇒ 60, hitting for 1d6 + 6 ⇒ (4) + 6 = 10

Scaramanga - You will need to roll a DC20 Will save to avoid being Staggered for 1 round.

Everyone can take their turn now, note that I haven't yet updated map to show Creatures 1 and 2 retreating from combat

I will introduce the first of the 2 new players this weekend


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

Finnian flies over to the creature attacking Scaramanga and attacks.

attack vs creature 1d20 + 21 ⇒ (12) + 21 = 33
damage 1d8 + 21 ⇒ (1) + 21 = 22

status:

AC-33
hp-57/81
status-flying, crane style, fighting defensively


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

Twylla stumbles towards Scaramanga, trying to find him before he goes splat.


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

GM Zed - any chance you can put that encounter map at the top of the page. I'm not exactly sure of how to edit the campaign info to put it there, but I have some other GMs with it there and it makes real easy to reference at any time.

Bragi turns to face the remaining creature threatening Scaramanga and blasts it with B!tchin' Betty.
Attack 1d20 + 16 ⇒ (6) + 16 = 22
Damage 1d12 + 17 ⇒ (3) + 17 = 20
Attack 1d20 + 16 ⇒ (10) + 16 = 26
Damage 1d12 + 17 ⇒ (2) + 17 = 19
Attack 1d20 + 11 ⇒ (10) + 11 = 21
Damage 1d12 + 17 ⇒ (1) + 17 = 18
Attack 1d20 + 6 ⇒ (14) + 6 = 20
Damage 1d12 + 17 ⇒ (10) + 17 = 27
Not too likely I'll get any AoOs this round, but +2 to Atk and Damage for everyone if any of those hit.

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