Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo will fire an arrow at the nearest dark mantle to him.

Longbow Attack: 1d20 + 10 ⇒ (4) + 10 = 14 15 if the target is 30 ft or closer

Longbow Damage: 1d6 + 2 ⇒ (4) + 2 = 6 7 if the target is 30 ft or closer


Male Goblin Alchemist (Fire Bomber, Trap Breaker) 3| HP 21/21| AC 19/16/14| CMB +1| CMD 16| F +4| R +8| W +3| Init +5 Per +12

Crossbow Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crossbow Attack to confirm Crit: 1d20 + 6 ⇒ (4) + 6 = 10
Crossbow Damage: 1d6 ⇒ 5
Extra Crossbow Damage if Crits: 1d6 ⇒ 3

I.R. lets loose a mighty bolt from his crossbow at the nearest Darkmantle. Seeing other projectiles flying towards them he says in surprise: "O hey, didn't see you there!"


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Inspire courage for +1 attack & damage from Jarvak, remember.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy aims a sling bullet at the closest darkmantle.

to hit: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
dmg if hits: 1d3 + 1 ⇒ (3) + 1 = 4

... but unfortunately the bullet slips out of the sling before he releases and lands on his toe..

"Ow! ow! ow!"


Venture Lieutenant, Play by Post (online)

The darkmantles fall from the combined barrage.

Anything you guys want to do or say before we move on to the second level of the caves?


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Not me. Ready to go.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Search?

perc: 1d20 + 8 ⇒ (15) + 8 = 23


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Trinket strikes a heroic pose and exclaims:
"Ahahaha! Victory to the Amazing Hero-Friends! Villains never win!"

Then she does a victory dance! She jumps into the air and throws her arms up in a hooray motion, prances around in place and wiggles her arms around. All while singing "Oh yeah! Oh yeah! Heroes win AGAAAAAAIN!"

Victory Dance: 1d20 + 6 ⇒ (8) + 6 = 14
Victory Song: 1d20 + 6 ⇒ (14) + 6 = 20

As Kwiazy searches around Trinket suddenly goes quiet and watches Kwiazy. Then she appears to be searching around as well. After a long, heavy silence and a really good attempt at looking for clues and treasure, Trinket looks at Kwiazy and asks with great seriousness:
"Did you find anything?" Trinket found rocks and dead dark mantles.

Once Kwiazy's done searching, but before we (or Jynnjun and I.R.) set off deeper into the tunnel Trinket begins to narrate our adventure...

"And so, our epic, amazing and BRAVE heroes set off deeper into the caverns, in search of villainy and despicableness, and other bad stuff... But is luck on their side? CAN the heroes triumph in such dark and stinky places??"

Epic Oratory: 1d20 + 8 ⇒ (5) + 8 = 13

If Jynnjun and I.R. set off to scout ahead of us again, as they leave Trinket lowers her voice to a whisper and continues her oration: "As the brave Jynnjun, retriever of the stolen, dragon-blooded magician extraordinaire and amazing hero-scout sets off into the deep dark tunnel with her pretty, shiny scales, I.R. Splodeygobbo Esquire and Amazing Hero with the really big brain follows her, deep into the dark, deepness. Our other heroes wait in anticipation to see what their amazing hero-friends discover..."


Venture Lieutenant, Play by Post (online)

The next level is down a 40 foot pit. There are footholds built into the side of the pit, almost like a ladder.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

nothing found on any of the bodies that the darkmantles killed?


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Jarvak wonders what other creatures are inside here. "Those creatures funny. Like living cloak. Maybe can wear," he says.

He peers over the pit and tosses a stone down to see if there's any reaction.


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

If Jarvak tries on one of the darkmantles Trinket inspects him carefully before announcing with an enthusiastic nod: "Very stylish! And truly intimidating! Uh-huh, uh-huh! Maybe we should take the teeth out first, though... Does it fell like it's biting you?"

---

Trinket listens (and looks) down the pit with Jarvak.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20 with all forms of perception except sight. Sight-based perception is only an 18.

Trinket would happily begin to climb down the pit, but I assume the sneaky-scouts are going first. She'll wait for Jynnjun and I.R. to lead the way.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Before setting off again Jynnjun recasts the message spell, this time speaking in the ears of I.R., Alaka and Xakroo. "Down we go! Lets try not to trip over each other, OK I.R.?"

Climbing down the pit hopefully doesn't require a roll, or taking 10 (for a total of 10) will do. If it does and it's harder than that, use the Climb roll below.
Climb: 1d20 ⇒ 9
Stealth: 1d20 + 17 ⇒ (14) + 17 = 31


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Alaka climbs down the pit.

Climb: 1d20 + 8 ⇒ (17) + 8 = 25

Then she looks around.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24 <--add 4 for hidden things

Edit:

Alaka hears the message too late. She had already started climbing. She says

Not waiting. back to the message, but she does try to be quieter while climbing:

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo will attempt to climb down as best as he can. Once he's down with the others, he'll sneak with them.

Climb: 1d20 + 1 ⇒ (17) + 1 = 18

Stealth: 1d20 + 15 ⇒ (13) + 15 = 28


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy climbs down as well, taking 10 using the rungs in the wall of the chute.

climb take 10: 10 + 4 = 14


Male Goblin Alchemist (Fire Bomber, Trap Breaker) 3| HP 21/21| AC 19/16/14| CMB +1| CMD 16| F +4| R +8| W +3| Init +5 Per +12

I.R. watches the Darkmantles fall.

Ah, yet another predator falls to the slings and arrows of outrageous fortune. They had done nothing wrong, they were simply roosting. We as the apex predators destroyed them for the simple fact of survival. Thus is nature.

He silently moves with the group down the pit, keeping an eye out for any other threats.

If we can't take 10 on the Climb: 1d20 ⇒ 9
Perception: 1d20 + 11 ⇒ (19) + 11 = 30


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Seeing everyone is going down into the pit but she and Jarvak, Trinket descends using the footholds built into the side of the pit.

Climb: 1d20 + 5 ⇒ (20) + 5 = 25
Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

Yup, way to make good use of those natural 20s Trinket...

When she reaches the bottom she looks around, posing heroically as she does.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19 with all forms of perception except for vision. Sight-based perception is only 17.


Venture Lieutenant, Play by Post (online)

You all carefully climb down the footholds in the side of the pit and safely reach the bottom.

You find yourselves in a vast chamber. It seems more finished than the upper chambers. Walls of smooth masonry stones intersect a mirror-like marble floor. A statue of a twisting, insectile form stands in the center of the large chamber, as if a beetle-like god were flowing like water. Reliefs along alcoves to the east and west depict rough-hewn reptilian forms gathered around a step pyramid. Rough purple gems have been wedged into the reliefs, forming starburst patterns. The southern wall has partially collapsed, cracking the floor and blocking what was once the only hall leading out of the room behind tons of stone and rubble.

You also see a large glob of something making its way towards you.

initiative rolls:

Kwiazy init: 1d20 + 6 ⇒ (5) + 6 = 11
Jarvak init: 1d20 + 3 ⇒ (17) + 3 = 20
Xakroo init: 1d20 + 4 ⇒ (16) + 4 = 20
Jynnjun init: 1d20 + 5 ⇒ (17) + 5 = 22
Trinket init: 1d20 + 5 ⇒ (11) + 5 = 16
Splodey init: 1d20 + 5 ⇒ (6) + 5 = 11
Alaka init: 1d20 + 1 ⇒ (4) + 1 = 5
enemy init: 1d20 - 5 ⇒ (1) - 5 = -4

Entire party is up. Please roll perception when you take your turn. You may roll knowledge dungeoneering to know about creature.


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Perception: 1d20 + 10 ⇒ (11) + 10 = 21 <-- +4 if something is hidden
Don't have Knowledge: Dungeoneering

Alaka hopes it is the kind of globby stuff that dies if it runs into fire, instead of the globby stuff that gets bigger if it runs into fire.

She attacks with her torch.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10

That probably is a total miss, but it is a glob, so maybe it has a really low AC, so rolling damage just in case:

Bludgeoning Damage: 1d4 ⇒ 4
Fire Damage: 1d4 + 1 ⇒ (1) + 1 = 2

She has several feats/abilities that make torch fighting work and grant extra damage.


Venture Lieutenant, Play by Post (online)

Alaka, it doesn't matter in this case, but do the feats and resources you've invested in fighting with a torch make it go against touch AC? I think this is a cool, flavorful choice you've made, but one that may not be mechanically rewarded. If it's not this way by the book, I think I may rule that if you make touch AC but not normal AC, the fire damage takes but not the bludgeoning damage. Does this sound fair/sensible to everyone?


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

No... it just goes against regular AC. No benefit there. I wasn't saying it would hit... just making sure everyone knew why I wasn't taking a -4 for an improvised weapon etc.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (dungeoneering): 1d20 + 7 ⇒ (15) + 7 = 22

Xakroo will fire an arrow at the glob.

Longbow Attack: 1d20 + 9 ⇒ (15) + 9 = 24 25 if 30 ft or closer
Longbow Damage: 1d6 + 1 ⇒ (2) + 1 = 3 4 if 30 ft or closer


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

"Back villain!" Trinket exclaims at the pile of goo.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9 with all forms of perception except vision. Sight-based perception is only 7.

Trinket dashes into combat with the villainous glob, drawing her rapier as she goes and using a swift action to use arcane strike. "Take that!"

Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Rolling to Confirm the Critical: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Additional Damage if its a Critical Hit: 1d4 + 1 ⇒ (3) + 1 = 4

Yes, I assume its an ooze and immune to critical hits.

She poses valiantly after her attack. "Your villainous schemes have come to an end, goopy lump! The Heroes are here!"


Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Jarvak fires an arrow at the creature.
Bow attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 ⇒ 1

"No! Don't get close to it! It look nasty!" Jarvak yells.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

"Sure, I'll stay clear, no problem", Jynnjun yelps as she drops a freezing ray in the blob's path. Moving to get a clear shot also puts her next to a door which might not let the big blob through, she hopes.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17 +1 = 18 if a trap is involved. No k (dungeon.) here either.
ranged touch, into melee, inspire courage: 1d20 + 7 - 4 + 1 ⇒ (8) + 7 - 4 + 1 = 12
damage: 1d3 + 1 ⇒ (1) + 1 = 2

You can and IMO should move your icon on the map when you dash into melee, move aside to get a clear shot, etc.


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Sorry. Didn't realize we had a map. Moved.


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Yeah, sorry. I didn't realize there was a map up either. Fixed it! Will check next time!


Venture Lieutenant, Play by Post (online)

No problem, guys; I should have pointed out to you where the map is located. Any other questions about how I'm running things?


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Not yet. Thanks..


Male Goblin Alchemist (Fire Bomber, Trap Breaker) 3| HP 21/21| AC 19/16/14| CMB +1| CMD 16| F +4| R +8| W +3| Init +5 Per +12

I.R. springs into action after his comrades. He takes one of the many small orbs aligning his belt and lights a small fuse extending from it. In almost the exact same motion, he takes a step forward and lobs the bomb at the gelatinous creature, but at the bit of it farthest from his allies.

Bomb Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Bomb Damage: 2d6 + 5 + 1d4 ⇒ (2, 2) + 5 + (3) = 12 Fire Damage, +1 if creature is considered flat-footed due to Performer's Surprise trait.

I.R. takes a 5-foot step forward, then throws a bomb at the creature's back right-hand corner.


Venture Lieutenant, Play by Post (online)

If everyone is OK with this, we will wait a day or two for Splodey to return. I'm not comfortable botting him because I don't have any previous combats to know what he is likely to do.

We also need an action from Kwiazy.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy rolls his eyes at Trinket's rash move and chases after her, slashing at the cube.

to hit: 1d20 + 9 ⇒ (13) + 9 = 22
dmg if hits: 1d4 + 3 ⇒ (2) + 3 = 5

fyi, if the blob attacks him and misses, he will NOT move into it's space


Venture Lieutenant, Play by Post (online)

You all slice, bomb, or shoot the glob. It's ragged looking, so clearly hurt (-34 HP). The cube moves forward, over Trinket, attempting to engulf her in itself.

Trinket, you can either take an attack of opportunity against the cube, or try an easy reflex save to avoid it. If you succeed at the reflex save, you can move to any adjoining space where the cube is not.

Entire party is up.

[ooc]I also need to know where Kwiazy was standing to attack the thing. If he was in the other space where the cube moved to, it is also trying to engulf him.


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

"Ahahaha! You'll never catch me." Trinket exclaims as she dances out of the way.

Reflex Save: 1d20 + 8 ⇒ (12) + 8 = 20

---

Trinket focuses her magic into her blade and lunges at the globby beast again. "Heroes aren't for eating!"

Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Alaka steps up and attacks with her torch again:

Attack: 1d20 + 4 ⇒ (14) + 4 = 18

Much nicer

Bludgeoning Damage: 1d4 ⇒ 3
Fire Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Good fire.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy takes another swing at the big ugly blob.

to hit: 1d20 + 9 ⇒ (6) + 9 = 15
dmg if hits: 1d4 + 3 ⇒ (2) + 3 = 5


Venture Lieutenant, Play by Post (online)

The glob melts into a puddle of liquid goo. Soon after, the goo dries and crinkles and fades away to nothing.

You notice that there are two hidden doors out of the room, since the main door is blocked.

Which way, guys? I'll move on after 3 agreeing votes.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

"Me go east door?" Kwiazy walks over to the eastern door and listens at it before opening it.

perc: 1d20 + 8 ⇒ (9) + 8 = 17


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

"East door good. If no good then other door," Jarvak says. He inspects the glob to see if there's anything worth salvaging.


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

"Ahahaha! Heroes win again!" Trinket begins to sing a victory song while she dances and jumps for joy.

Sing: 1d20 + 6 ⇒ (6) + 6 = 12
Dance: 1d20 + 6 ⇒ (14) + 6 = 20

She's too distracted by celebrating our collective triumph to vote on which way to go.

When she notices Kwiazy listening at a door she smiles widely and suppresses a giggle. "And so our heroes sneak off, preparing to ambush the villains hiding in their stinky hidey-holes, past mysterious doors and treacherous walls..." she whispers quietly. "What does the clever Kwaizy, boldest slicer and dicer hear...?"

Oratory to narrate our adventure: 1d20 + 8 ⇒ (1) + 8 = 9

Trinket holds her breath in suspense...

Whatever Kwiazy hears--good or bad--Trinket's in for the east door.


Map Female Goblin Cleric 13 | HP 80/80 | AC 17 / T 13 / FF 15 | Fort +8 / Ref +6 / Will +14 | CMB 10 / CMD 24 | Initiative +4 | Perception +27/+31 (hidden) | Channel 7d6 8/8 | Darkvision: 60 feet | Resist Fire 20 | Active Effects:

Alaka takes a look around before they leave

perception: 1d20 + 10 ⇒ (18) + 10 = 28 (+14 for hidden things)

Did the glob drop anything it had previously absorbed?

East is fine with me.

If there is nothing else to see in the room, she follows Kwiazy and waits for him to open the door.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Xakroo will try to see and hear anything out of the ordinary.

Perception: 1d20 + 11 ⇒ (3) + 11 = 14

I agree with the east door, Xakroo nods in agreement.


Male Goblin Alchemist (Fire Bomber, Trap Breaker) 3| HP 21/21| AC 19/16/14| CMB +1| CMD 16| F +4| R +8| W +3| Init +5 Per +12

I.R., pleased that his bomb was effective against the creature, pulls a small notepad out of his Bag of Holding and begins scribbling calculations as to the exact specifications of the explosion, the arc of his bomb's trajectory, and its effects on the gelatinous creature.

Perhaps I can use this successful experiment as a basis for further improving my munitions! Being able to so freely field-test my discoveries is absolutely invaluable!

He will also peer closer at the dead glob for details, and will wordlessly follow the others through the East door while deep in thought.

Perception on Globbo: 1d20 + 12 ⇒ (2) + 12 = 14


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Jynnjun, who's standing right there by the east door, ducks aside as the pack of goblins gets ready to storm it.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy opens the door if there's nothing to indicate it's a bad idea...


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Trinket encourages Kwiazy to open it, even if it's a bad idea...


Venture Lieutenant, Play by Post (online)

It's not actually a door, it's a hidden doorway.

You make your way into the next room.

Tiny, intricate carvings line the walls of this room, forming great columns of text. Much of it has cracked and crumbled, and the entire southern wall is fractured, with a yawning cavern beyond.

Looking carefully at the wall, you see a story told in pictures. It describes creatures coming up from the depths of Golarion, cowering from the great torch in the sky. There is also text present.

Aklo, or comprehend languages spell, or linguistics DC 22, bonus of 5 if you know dwarven or gnome:
grandmother, in seeking the Excavator, turned hereyes to the Stone, and to the Steel, and finally to Woe


Goblin Bard (arcane duelist) 9 | HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6 | Speed 30 ft. | Spells: 3rd: 0/3, 2nd: 3/5, 1st: 4/6 | Bardic Perf: 12/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

"Villainous backstory! That's great!" Trinket exclaims with great enthusiasm.

Trinket casts comprehend languages on herself, then reads the text aloud dramatically to her great hero-friends!

Perform Oratory: 1d20 + 8 ⇒ (17) + 8 = 25

"And Grandmother, in seeking the Excavator, turned her eyes to the Stone, and to Steel, and finally to Woe!" Trinket nods sagely as if she understands all of that.

Knowledge local to see if she understands any of those references.
Knowledge Local: 1d20 + 2 ⇒ (17) + 2 = 19

As Trinket examines the pictures, she contemplates whether the creatures in the carvings are troglodytes, or something else...

knowledge Local: 1d20 + 2 ⇒ (11) + 2 = 13
Knowledge Nature: 1d20 + 3 ⇒ (4) + 3 = 7

And lastly, looking around the room!

Perception: 1d20 + 2 ⇒ (18) + 2 = 20 with all forms of perception except vision. Sight-based perception is only an 18.


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Jarvak has learned some dwarven.
Comprehend: 1d20 + 11 ⇒ (10) + 11 = 21
"What Trinket said," he says.

Jarvak also inspects the room.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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