Scrapwall and beyond. (Inactive)

Game Master Azih

Numeria
Iadenveigh Map
Iadenveigh Approach
Loot tracker

Book three started


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Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

The scrabbling sound is coming from the north -- like through the (closed) door? Or is the structure in the middle of the cavern and the sound is coming from beyond / around the far side of the structure?
That makes the difference whether I take up position to ambush something coming out of the door, or open it as an escape route!


From beyond the closed door


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Something's coming -- light us up, Sharae!" Criek hisses back up the stairs -- perfectly able to see in the dark himself, but knowing that all of his allies will be helpless!

He scurries a little ways further down the stairs, making ready with his bow to fire on whatever is coming through the door.


Criek has a readied action! Sharae's up! By the way don't forget the Healing Respite house rule. Full healing out of combat.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

The darkness quickly envelopes Sharae and her friends... and even before Criek calls out to her, she is reaching for the hound - Show us the way 'born of Brigh' - and tracing her fingers across its cold mechanical flank, she causes it to shine like a beacon...

Sharae, casts light on the hound.


Criek sees the door slide open, and a figure in dark rags appears through it. The only part of the creature visible from beneath the rags are spindly hands and a long nose, both incredibly pale. Criek can tell with his nose that the incoming enemy stinks.

Criek are you on the side of the door further away from the upstairs chapel or closer to it? In any case take your shots! Also please let me know what you want your followers to be doing.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

I'm on the other side of the door from the party, in a (likely unwise) attempt to catch the enemy from both sides!

knowledge to identify: 1d20 ⇒ 9

On a hair trigger to begin with, Criek's senses give him no reason to hold his fire on the...thing...and he looses a volley of arrows -- attempting to use his first shot to hinder the figure's movement!

longbow, point blank, rapid shot: 1d20 + 12 + 1 - 2 ⇒ (11) + 12 + 1 - 2 = 22for: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 And Tangling Attack trick: The Ranger can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

longbow, point blank, rapid shot: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19for: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
longbow, point blank, rapid shot: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28for: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

"Hound, Pinki, attack!"


GM screen:

3d20 ⇒ (1, 17, 6) = 24
1d20 ⇒ 5
1d6 ⇒ 5
1d20 + 7 ⇒ (7) + 7 = 14

Criek recognizes the humanoid to be a Dark Creeper. One of the dark folks that make their homes underground. Being a ratfolk means his people are pretty familiar with the other species that live away from the surface of Golarion. These strange beings rely on stealth even more than ratfolk do, if they're slain they explode in a ball of light that leaves nothing behind. They're also incredibly light sensitive which is ironic considering the way in which they expire.

Crik very very effectively riddles the Dark Creeper with three arrows that all thud into the Dark Creeper killing it. It screeches and combusts into a flash of bright white light leaving behind a sad little pile of ash. Criek is just able to shield his eyes from the light otherwise he would have been blinded.

Yells from behind the dead creeper indicate that those on the other side of the door aren't so lucky. The dog, shining with a bronze light, and Pinki charge down the steps and through the door and soon the yells turn into screams of pain.

Following the screams through the now open door shows the two of you and Anody that the animals covered in ash of the same sort left behind by the first Dark Creeper in a corridor lit in the same manner that the chapel above was. It seems like they made short work of whoever was behind the first Dark Creeper.

There is a small door open to the east. It shows an empty room.

Ahead, the corridor turns sharply to the right (east) and continues on. There is a door to the left (west) of the turn that seems far more sturdy than any of the doors you've seen thus far. The corridor ends at another, much more ordinary looking door a few steps to the east.

Map updated. Combat over.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae whispers a quiet prayer, commending those who fell to Desna's wisdom and hoping that their journey will lead them soon to the Boneyard, and quickly moves into the corridor - her attention is drawn towards the sturdy door. Gesturing, rather than talking, Sharae suggests - towards Anody and Criek - that this is the way forwards...


There is a small pad next to the door which the group has gotten used to opening with the access cards they find. Criek pushes the grey access card next to the pad but all that happens is that the pad blinks a red color. It seems this level of access card is not going to open the door.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek frowns as the access pad denies entry and examines it more closely, taking the increased security as a sign that Sharae is correct about the significance of this door!

After a careful look at it, he pulls out his probes and other tools to attempt to bypass the lock.

Check for Traps +13, Disable Device +16


GM Screen:
1d20 + 16 + 2 + 2 ⇒ (8) + 16 + 2 + 2 = 28
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 0 ⇒ (13) + 0 = 13

Anody hums a little tune that helps Criek concentrate on his task while also giving the ratfolk some useful advice on what kind of difficulty he can expect to encounter when attempting to bypass a door that require a green level access card.

The ratfolk adeptly dismantles the card pad and starts to try and reroute the mess of wiring he finds behind it. It's hard. Harder than anything Criek has done before. Before he can make any real headway a sudden blaring sound echoes through the halls. It sounds like a crazed foghorn combined with a banshee. The door also does not open.

THEY INVADE THE MOST SACRED SPACE! KILL THEM KILL THEM NOW! Hellion's voice blares in between the mechanical wailing sound. And the sound of onrushing feet can be heard from the east!

While the echoes of the oncoming feet mix with the confusion of the alarms to completely fluster the group. Criek, with his intimate knowledge of how sound can travel in underground caverns, can tell that they have about twelve seconds before the east door opens and a LOT of angry people come through it....

In combat time now. Setup is that the group is in a very tight corridor. Round 1 Party actions! Important for me to know who is going to be on the frontline!


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek's head jerks around to the far door as the sound of approaching enemies, then he looks to Sharae. "Fight here, or back there?" Not waiting for a response, he points just in front of himself and orders, "Hound, there!" Dinvaya forgive me, but this may be where your construct gives its last for us!

He gulps down an extract round 1: alchemical allocation followed by a potion round 2: blur in the remaining time.

Thinking I'll stay in front of the door I was trying to open, with hound just east of me to bottleneck baddies, and Sharae can shoot from around the corner? Unless she pushes into my square to trade places, or calls a fall back to the stairs.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae is ready to fight right here, "Keep them bottlenecked here... if we let them surround us, we are lost!!!"

...and readying herself, Sharae sings out for Desna's help.

Readying Prayer for as soon as a reasonable number (preferably all!!!) enemies are within 40ft range from her burst...

PRD: Prayer wrote:
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. No Saving Throw to the penalty... but Spell Resistance applies if enemies have it.


GM Screen:

6d20 ⇒ (1, 10, 17, 17, 17, 4) = 66
1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
4d4 + 8 - 4 ⇒ (3, 4, 1, 3) + 8 - 4 = 15


Anody casts a spell of Grease right next to the door before retreating behind Sharae to stand with Pinki. Just as he moves back the doors open up and in rush a large number of orcs. They charge in single file down the narrow corridor.

Sharae's spell goes off filling her allies with the sense of divine aid while the orcs feel the opposite.

Two of the orcs slips and fall as soon as she steps foot in the corridor. They scream in rage as three other orcs rush in trampling over the fallen orcs. The lead orc gets to the bronze dog and slams down on the construct with a double handed swing of her falchion. You can hear a crunch as the vicious blade scores a massive damaging hit on the dog. Sharae wonders how badly the dog would have gotten hurt if she hadn't beseeched Desna for her aid.

Ah that certainly sounds like Orcs, I would imagine very similar to the common orc that we have been seeing so many of. They're quite vicious but not very hardy and..

Anody starts up a lecture almost by reflex.

Setup. Five orcs crowded into the corridor with two of them being trampled. The lead orc is right next to a damaged dog. The orcs don't look particularity special in anyway Party up! +2 insight bonus to AC and on attack rolls and saving throws against orcs +1 luck bonus to pretty much everything from Sharae's Prayer. Party up.

Damage Tracker
Dog 10 damage
Orc 1 3 damage (trample)
Orc 2 2 damage (trample)


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Saving his remaining bombs in fear of larger opponents than these orcs -- though 'common' or not, the lead orc's falchion slicing just shy of his nose as it comes down on the hound still makes his heart pound! -- Criek lobs a couple of alchemist's fire flasks at the orcs in the middle of the pack.

aiming just behind the lead orc, so he's caught in the splash but the hound isn't:
ranged touch attack, point blank, inspired, prayer: 1d20 + 10 + 1 + 2 + 1 ⇒ (5) + 10 + 1 + 2 + 1 = 19for: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8 splash 6
ranged touch attack, point blank, inspired, prayer: 1d20 + 5 + 1 + 2 + 1 ⇒ (5) + 5 + 1 + 2 + 1 = 14for: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11 splash 6

AC 22 + blur (concealment - 20% miss chance)


Don't you need to spend a move action to take out a flask? In any case

The first flask of alchemical fire smashes right into the chest of the second ork in line. The glass breaks and a shower of flame blossoms out like a flower in both directions. All five orcs crowded together in the corridor scream as they are covered in the cloying flame. The smell of burnt orc fills the narrow room as they all collapse over each other and thrash about in death throes.

Five in one.

On the other side of the door the group can see a figure in rags much like the darkfolk they had just fought. It seems shocked by the sudden death of the orcs. But it's even more panicked when, behind it, a mechanical roaring sound is followed by an incessant artificial growl....

Anody stops talking.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Hmm, on some double-checking, you're probably right. I suppose fast bombs ability is what allows me to full attack with bombs, and that...only affects bombs.

Is the door open far enough for me to get any idea of how big the room is beyond the door, by darkvision or otherwise?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

When Anody actually stops talking... that's when you know things have just got serious...

Seeing the darkfolk panic, Sharae raises her pistol and calls out to it, "Drop your weapon and you might just get out of this alive!!!"

Sharae, Diplomacy (persuading Darkfolk to walk away): 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23


GM Screen:
1d20 + 8 ⇒ (10) + 8 = 18

The door is pretty narrow Criek, all you can say is that the room beyond certainly looks far more spacious from your limited view and how sound is echoing.

The rag covered figure seems to consider what Sharae is saying but as the sound of the monstrous mechanical roaring gets closer and closer it takes out a small dagger and runs in over the dying orcs... It slashes at the dog but its small knife bounces off the metal hide of the dog.

The sound of the machine gets closer and closer, Criek can see an orc carrying some sort of sword made of metal teeth rotating around a blade . It looks menacing. The orc ducks out of sight, staying out of Criek's range.

ORCISH:
DRAIGS! COME UP YOUR TWO HEADED LUMMOX. THERE ARE INVADERS TO KILL. FOR HELLION!

Setup There is a small figure attacking the dog. The orc with the metal teeth sword is out of sight but close by. Party up!


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Another orc! And he's got a chainsword! Like Ayla had!" calls Criek to his companions, knowing at least Anody can't see anything -- and trying to keep the quaver out of voice.

I suppose now's the time to try this out he muses, pulling out one of the concussion grenades, priming it, and lobbing it into the far room.

Trying for far enough into the room that the blast won't catch the dog, but still close enough to reach the blast back into the hallway.

ranged touch, one range increment?, prayer: 1d20 + 10 - 2 + 1 ⇒ (12) + 10 - 2 + 1 = 21


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Scowling, Sharae fires...

Sharae, Zero Pistol vs Darkfolk (Ranged Touch / Rapid Shot / Prayer / Point Blank Shot?): 1d20 + 10 - 2 + 1 + 1 ⇒ (4) + 10 - 2 + 1 + 1 = 14 for 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Sharae, Zero Pistol vs Darkfolk (Ranged Touch / Rapid Shot / Prayer / Point Blank Shot?): 1d20 + 10 - 2 + 1 + 1 ⇒ (14) + 10 - 2 + 1 + 1 = 24 for 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Sharae, Zero Pistol vs Darkfolk (Ranged Touch / Rapid Shot / Prayer / Point Blank Shot?): 1d20 + 5 - 2 + 1 + 1 ⇒ (4) + 5 - 2 + 1 + 1 = 9 for 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Rapid Shot: You can make an additional ranged attack. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Also... Covet Charge: At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once.


GM Screen:

Concussion: 5d6 ⇒ (2, 1, 1, 5, 4) = 13
Reflex: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Reflex: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Dog bite: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
death: 1d8 - 1 ⇒ (5) - 1 = 4
fort deaf: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
chainsaw: 1d20 + 16 - 1 ⇒ (5) + 16 - 1 = 20
damage: 3d6 + 11 - 1 ⇒ (1, 3, 4) + 11 - 1 = 18

The grenade explodes but does not wound the agile enemy facing off against the dog; a scream of orcish rage can be heard from the other room though. Only one of Sharae's three shots lands as it dodges and weaves as best it can. That leaves it vulnerable to a bite from the dog who ends its life with a swift clamp of its bronze jaws into the small enemies midsection. The enemy screams and its body implodes violently into nothingness. The sound of the death is so loud that both the dog and Criek are rocked backwards.

4 damage from death throes

Oh my Anody says. I suppose that was a Dark Slayer, they die in that fashion I've read

He's drowned out though as the orc wielding a sword with the metal teeth reappears. It seems she was singed by the grenade and is not amused. She strides forward, unheeding of the many corpses in her way and brings the very very loud weapon down on the dog. The rapidly rotating metal teeth screen in fury as they rip and tear and bite deep into the dog's hide. It is a testament to Dinvaya's craft that it does not splinter into pieces under the terrible assault. You can see that it cannot hold up against too much more of this though. That weapon did a terrible amount of damage!

I will enjoy using this on your WORTHLESS FLESH and offer the scraps of meat left over to Hellion as a sacrifice The orc snarls.

Damage Tracker
Dog 25 damage
Criek 4 damage
Orc 1 DEAD
Orc 2 DEAD
Orc 3 DEAD
Orc 4 DEAD
Orc 5 DEAD
Dark Slayer DEAD
Orc chainsaw 7 damage

Oh dear oh dear oh dear Anody gabbles over the sound. That's a chainsaw like Ayla's was indeed. It does an immense amount of damage and was actually invented, believe it or not, to be used as a tool for felling trees. Oh dear, do stay out of its range!

Setup. Very angry orc attacking the dog. She does not seem very hurt. The dog is quite damaged. +2 insight bonus to AC and on attack rolls and saving throws against orcs started up again. +1 luck bonus to pretty much everything from Sharae's Prayer. Party up.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Seeing that the mechanical dog will not last long against the savage weapon wielded by the orc, and fearful about what could happen to her friends, Sharae rushes in - stabbing at the orc as she attempts to dance clear of its rattling weapon, and then cursing her fortune as the pistol fizzes ineffectively...

Sharae, Rapier vs Orc: 1d20 + 10 + 2 + 1 - 4 ⇒ (19) + 10 + 2 + 1 - 4 = 28 for 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 and Critical Threat
Confirming Critical: 1d20 + 10 + 2 + 1 - 4 ⇒ (13) + 10 + 2 + 1 - 4 = 22 for a further 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 (and regains Panache Point)

Sharae, Zero Pistol vs Orc (Ranged Touch): 1d20 + 10 - 4 + 2 + 1 ⇒ (1) + 10 - 4 + 2 + 1 = 10, miss and 50% risk of Glitch1d100 ⇒ 20 - the Zero Pistol Glitches, 1d100 ⇒ 16: 'Weapon does not function, but still consumes the normal number of charges'

Melee Shooter: At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack she makes with the firearm during her turn.

Positioning herself, and stabbing in a manner that taunts her foe, she tries to draw the orc's attention away from the dog...

If the orc targets Sharae, she will attempt to use 'Dodging Panache': At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (3) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.


Sorry Sharae but you are fighting in a 5 foot wide corridor and there's no way to maneuver in that fashion. You could use your rapier rolls for your pistol if you want....


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3
GM Stargin wrote:
Sorry Sharae but you are fighting in a 5 foot wide corridor and there's no way to maneuver in that fashion. You could use your rapier rolls for your pistol if you want....

Let's do that then... I hadn't appreciated that the combat was in a corridor rather than a room.

So turning the dice rolls into Ranged Touch (Point Blank and Rapid Shot), I make that 2 attack rolls hitting Touch AC29 and Touch AC23 for 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 and then 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Followed by Nat 1 for a Glitch...


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4
Anody wrote:
"Oh dear, do stay out of its range!"

"THANKS ANODY--I'M TRYING!" shouts Criek, flinching as first the darkfolk's death throes and then a shower of metal flecks torn off the dog spray at him.

Cornered, but thankful to have the dog remaining between him and the orc for at least a moment longer, he pelts the orc with bombs! rapid shot, ranger tangling attack on first bomb

shock bomb, ranged touch, point blank, rapid, bard, prayer: 1d20 + 10 + 1 - 2 + 2 + 1 ⇒ (7) + 10 + 1 - 2 + 2 + 1 = 19for: 3d6 + 5 + 1 + 1 ⇒ (2, 2, 2) + 5 + 1 + 1 = 13 and hit = entangled 1 round (no save) plus DC 18 Fort or dazzled for: 1d4 ⇒ 4 rounds.
frost bomb, ranged touch, point blank, rapid, bard, prayer: 1d20 + 5 + 1 - 2 + 2 + 1 ⇒ (6) + 5 + 1 - 2 + 2 + 1 = 13for: 3d6 + 5 + 1 + 1 ⇒ (4, 1, 4) + 5 + 1 + 1 = 16 and hit = DC 18 Fort or staggered 1 round.
frost bomb, ranged touch, point blank, rapid, bard, prayer: 1d20 + 10 + 1 - 2 + 2 + 1 ⇒ (9) + 10 + 1 - 2 + 2 + 1 = 21for: 3d6 + 5 + 1 + 1 ⇒ (5, 3, 4) + 5 + 1 + 1 = 19 and hit = DC 18 Fort or staggered 1 round.

here's hoping his fort saves are as bad as my attack rolls, ugh.


GM Screen:

Fort: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
Fort: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
Fort: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Dog Attack: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Dog Trip: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Dog Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack: 1d20 + 16 - 2 - 1 ⇒ (15) + 16 - 2 - 1 = 28
Damage: 3d6 + 11 - 1 ⇒ (4, 1, 4) + 11 - 1 = 19

The orc is hit by two blasts from Sharae's pistol, three bombs from Criek and a savage bite from the dog. The dog twists *hard* trying to bring the orc down to the ground but her strength is so great that she shrugs off the attempt with a roar.

She seems to stumble a bit though from the sparkling energy thrown off by one of the bombs.

Anody takes the opportunity to touch Sharae and imbue her with a spell of Heroism.

Despite all the damage the orc has taken... Despite the many different type of energies and attacks that have befuddled and slowed her... she still swings her chained sword down on the bronze dog and rips it almost to pieces. Screaming in pure white hot rage all the while. The dog holds together, but very very barely. It looks like a stiff breeze could cause the thing to collapse.

Pinki yowls in panic from behind the group as a forge like smell of molten and distressed metal and smoke starts to fill the corridor and the screams of rage from the orc echo through it.

Also the ground starts to shake. As if something massive is approaching.

I think something else is coming! Anody squeaks out.

Setup: Dog looks almost dead. Orc looks really hurt. Otherwise same as before for now. Sharae gets +2 morale bonus on attack rolls, saves, and skill checks for the next 50 minutes. +2 insight bonus to AC and on attack rolls and saving throws against orcs still up due to Lingering Performance. +1 luck bonus to pretty much everything from Sharae's Prayer. Round 4 party up.

Damage Tracker
Dog 42 damage
Criek 4 damage
Orc chainsaw 68 damage entangled and staggered for one round


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

More Two weapon fighting!!!

Genuinely worried for the hound, and now with the noise of something else approaching, Sharae tries to find, and exploit, the orc's weak spots.

Sharae, Rapier vs Orc: 1d20 + 10 + 2 + 1 - 4 ⇒ (18) + 10 + 2 + 1 - 4 = 27 for 1d6 + 1 ⇒ (1) + 1 = 2 and Critical Threat
Confirming Critical: 1d20 + 10 + 2 + 1 - 4 ⇒ (17) + 10 + 2 + 1 - 4 = 26 for another 1d6 + 1 ⇒ (1) + 1 = 2 if confirmed

Sharae, Rapier vs Orc: 1d20 + 5 + 2 + 1 - 4 ⇒ (1) + 5 + 2 + 1 - 4 = 5, missing

Sharae, Zero Pistol vs Orc (Ranged Touch): 1d20 + 10 + 2 + 1 - 4 ⇒ (8) + 10 + 2 + 1 - 4 = 17 for 1d8 + 1 ⇒ (4) + 1 = 5

Melee Shooter: At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack she makes with the firearm during her turn.


Sharae! You can only shoot! Apply those attack rolls to your pistol please.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Out of bombs, Criek volleys with his bow, attempting to keep the orc hindered and hoping the group can finish him off before...whatever...reaches them:

longbow, pointblank, performance, prayer, rapid shot: 1d20 + 12 + 1 + 2 + 1 - 2 ⇒ (18) + 12 + 1 + 2 + 1 - 2 = 32 for: 1d6 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4 and entangling shot
longbow, pointblank, performance, prayer, rapid shot: 1d20 + 7 + 1 + 2 + 1 - 2 ⇒ (4) + 7 + 1 + 2 + 1 - 2 = 13 for: 1d6 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6
longbow, pointblank, performance, prayer, rapid shot: 1d20 + 12 + 1 + 2 + 1 - 2 ⇒ (15) + 12 + 1 + 2 + 1 - 2 = 29 for: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3
GM Stargin wrote:
Sharae! You can only shoot! Apply those attack rolls to your pistol please.

Ooooops!!! My Bad!!!!

So... taking Rapid Shot that's an 18, a 17 and a 1... making a hit (I hope!!!) against Touch AC of 29 and 28... and a miss...

So let's go with 1d8 + 1 ⇒ (2) + 1 = 3 and 1d8 + 1 ⇒ (4) + 1 = 5 damage

Apologies for the mix-up...


GM Screen:
1d20 + 10 ⇒ (11) + 10 = 21
1d6 + 4 ⇒ (6) + 4 = 10

1d2 ⇒ 1
1d100 ⇒ 37
2d6 ⇒ (2, 3) = 5

Two of Criek's arrows and two of Share's shots hit the orc outright. The last of Sharae's shots causes the weapon to shudder in her hands an an electrical shock from the time worn weapon travels up her arm instead of firing a blast of cold at the crazed zealot swinging her chainsword around. Take 5 electrical damage from Glitch Sharae

The orc staggers and her chainsaw drops to her feet. She sways and you're certain that she's going to fall... but instead she takes out a grenade and gives you a wicked smile through the immense cuts and bruises that she has suffered and the rivulets of blood streaming down her face.

For Hellion. You will BURN! I will take you with me to MY GLORY EVERLASTING!

It's at that moment though that the dog, looking just as bad as the orc jumps up to snap its jaws on the orcs throat and wrestles her to the ground moments before she is able to pull the pin. She screams as the grenade falls from her hands as well before giving one almighty jerk and going not only completely silent but also completely still.

The light from beyond the door is suddenly blocked out by a massive figure. A giant with two heads crouches down just in time to see the orc fall and finally die.

KULGARA? the ettin screams as it starts to squeeze through the very narrow corridor. Both pairs of its eyes are bloodshot and the expression on both heads is one of unbridled bloodlust? KULGARAAA? KULGARAAAA! HELLION HELLION HELLION HELLION!

Round 5 party up!

Setup. The dog looks a touch away from falling apart. There is an unhurt Ettin that seems to be intent on coming in to murder everyone in the east door. The dog is blocking the way with Criek standing right behind him. Sharae is south of him in the corridor and can shoot around the corner. Anody and Pinki are behind Sharae.

Oh dear. What's happening? Anody wants to know, strain and worry evident on his face What's coming now?

Pinki has been pretty much yowling ever since the screeching of the orcs chain weapon started up. It's still gurgling away on the ground so Pinki keeps going too.

What with the corpses and various kinds of screaming and Anody's yammering and the smell of blood and smoke and frying metal... The two of you are now in a very very unpleasant corridor now let us say.

Damage Tracker
Dog 42 damage
Criek 4 damage
Orc chainsaw 68 DEAAAAD
Sharae 5 damage


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Giant! Two heads! Ettin?!" Criek calls back to Anody. "Hound, fall back!"

Lamenting his empty bandolier of bombs, the ratfolk looks down from the giant squeezing its way towards him to Kulgara's fearsome weapon buzzing on the ground. How did I get here??

He gulps down his mutagen, bulking up as the chemical brew courses through him, steps forward, and grabs the chainsaw.

mutagen is standard action - can I 5-foot-step forward and pick up the chainsaw off the ground? non-proficient penalty, obvs, but I can't *not* do it!

Mutagen: +4 Str / -2 Int, +2 Nat AC = 22 AC and Blur = 20% miss change


That'll use up both actions as you have to get past the dog to get to the chainsaw.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Oh well. Mutagen higher priority, so will mutagen, then draw sword while moving forward, in case I don't get chance to pick up chainsaw.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Steadying herself, and moving to get the best shot, Sharae squeezes the trigger several times in quick succession...

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 10 + 2 + 1 - 2 ⇒ (19) + 10 + 2 + 1 - 2 = 30 for 1d8 + 1 ⇒ (3) + 1 = 4

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 10 + 2 + 1 - 2 ⇒ (20) + 10 + 2 + 1 - 2 = 31 for 1d8 + 1 ⇒ (5) + 1 = 6
Confirming Critical: 1d20 + 10 + 2 + 1 - 2 ⇒ (17) + 10 + 2 + 1 - 2 = 28 for a further 1d8 + 1 ⇒ (7) + 1 = 8

Any creature critically hit by a zero pistol ray must succeed at a DC 15 Fortitude saving throw or become staggered by the cold for 1 round.

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 5 + 2 + 1 - 2 ⇒ (11) + 5 + 2 + 1 - 2 = 17 for 1d8 + 1 ⇒ (3) + 1 = 4


GM Screen:

Fort: 1d20 + 8 ⇒ (1) + 8 = 9

The dog, almost falling apart, stands stock still as Criek bravely advances in front of him and draws his longsword as his muscles bulge out.

Sharae meanwhile fires three shots. Sure it would be almost impossible to miss the hulking monster that's completely filling the corridor but she makes her shots count. The middle shot causes the two headed giant to stagger and slow down.

Still she comes forward, undaunted by the chilling cold that's sunk ito her bones. There's something not right about her, she seems maddened and frothing at the mouth. She shoves herself deep into the corridor coming closer and closer to the waiting ratfolk. She stops ten feet away and prepares to attack! KIll for HElllION! she manages to gasp out and Criek can see her fetid breath frosting in the air. It seems like one of Sharae's shots affected the Ettin's breathing!

Anody moves up to peer around the corner

[b]Oh my that certainly is an Ettin. Seems to be under the influence of... something. They're renowned as two weapon fighters as each of their heads

Setup Ettin is two paces away from Criek. She seems to have gotten some significant frostburn from Share's attacks but seems very very intent on going forward. Crit confirm should have regained one of Sharae's grit points. Sharae gets +2 morale bonus on attack rolls, saves, and skill checks for the next 50 minutes from Heroism. +2 insight bonus to AC and on attack rolls and saving throws against Ettin now up from Bard Performance+1 luck bonus to pretty much everything from Sharae's Prayer. Round 6 party up.

[ooc=Damage Tracker]
Dog 42 damage
Criek 4 damage
Sharae 5 damage
Ettin 22 damage staggered this round
[/ooc]


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Chainsaw still idling on the ground, or would I have to restart it if I picked it up?


Idling. But would take an AOO to pick it up.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Ok. Like I said, given the chance, I can't not! ;)

Heeding Anody's caution of the giant's prowess, but also having seen the power of the techno-weapon at his feet, Criek decides to risk a swipe from the ettin. We're all the way in this now - better make it good!

He ducks low, dropping his sword and grabbing up the idling chainsaw, then steps forward and slashes at the berserk giant!

attack, non-proficient, size, bard, prayer: 1d20 + 10 - 4 - 2 + 2 + 1 ⇒ (5) + 10 - 4 - 2 + 2 + 1 = 12 for: 3d6 + 4 + 1 ⇒ (5, 3, 1) + 4 + 1 = 14

AC 20 +2 mutagen +2 bard = 24; blur 20% miss chance


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Cursing her inability to get closer to the ettin and praying that Criek isn't about to do himself a terrible wrong with the rattling sword, Sharae fires off several more bursts of frigid air at her foe...

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 10 + 2 + 1 - 2 ⇒ (16) + 10 + 2 + 1 - 2 = 27 for 1d8 + 1 ⇒ (7) + 1 = 8

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 10 + 2 + 1 - 2 ⇒ (5) + 10 + 2 + 1 - 2 = 16 for 1d8 + 1 ⇒ (2) + 1 = 3

Sharae, Zero Pistol vs Ettin (Ranged Touch / Rapid Shot): 1d20 + 5 + 2 + 1 - 2 ⇒ (16) + 5 + 2 + 1 - 2 = 22 for 1d8 + 1 ⇒ (5) + 1 = 6

Covet Charge (Ex): At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once... And with that, I believe Sharae has probably exhausted the ammunition in her pistol... time to read up on how one changes ammo / what kind of an action that is!!!


GM Screen:

Will Save: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Miss Chance Higher is better for roller: 1d100 ⇒ 94
Crit confirm: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Criek's swing is wide and clumsy. Incredibly wide and clumsy. However the Ettin is, not only wedged tightly into the corridor, severly restricting her ability to defend herself, but also seems to be *completely* uninterested in acutally doing so. So Criek's wild swipe meets and snarls through the flesh of the ettin. Causing gobs of blood to spurt out from the enraged creature and onto Criek. She roars in fury and that can be heard even about the mechanical growl of the chain weapon. The smell of fresh giant blood seeps out to join the other terrible odors and smoke that is now choking the tight corridor.

Meanwhile Sharae, frustrated at not being to move ahead to engage and distract the creature herself, blasts three shots at the giant. It would be nearly impossible for her to miss over the heads of the dog and Criek in any case.

To add insult to injury the Ettin then gets a blast of Glitterdust to her face as Anody keeps on chattering about how good they are at two handed fighting. They aren't though when they're blinded as the Ettin obviously is, both her heads unable to blink through the sparkles around their head.

Still they lash out finally with both their flails at Criek. Despite everything stacked against the gigantic creature one of the flails lands squarely on Criek's shoulder. Despite all of his protections, magical and otherwise.
12 damage to Criek

Setup Ettin is in melee with Criek. She is wounded incredibly badly AND blinded but won't.. possibly can't stop. Sharae gets +2 morale bonus on attack rolls, saves, and skill checks for the next 50 minutes from Heroism. +2 insight bonus to AC and on attack rolls and saving throws against Ettin now up from Bard Performance for everyone. +1 luck bonus to pretty much everything from Sharae's Prayer. Round 7 party up.

Dog 42 damage
Criek 16 damage
Sharae 5 damage
Ettin 53 damage Blinded for 4 more rounds


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek reels a little from the blow of the flail -- not to mention the smoke and blood and noise making him a little queasy. Heartened by the fact he was actually able to damage the thing, though, he continues to slash away with his ridiculously unwieldy weapon!

attack, non-proficient, oversized, bard, prayer: 1d20 + 10 - 4 - 2 + 2 + 1 ⇒ (5) + 10 - 4 - 2 + 2 + 1 = 12 for: 3d6 + 4 + 1 ⇒ (1, 1, 4) + 4 + 1 = 11
attack, non-proficient, oversized, bard, prayer: 1d20 + 5 - 4 - 2 + 2 + 1 ⇒ (20) + 5 - 4 - 2 + 2 + 1 = 22 for: 3d6 + 4 + 1 ⇒ (2, 4, 4) + 4 + 1 = 15

ooh, possible crit!
confirm: 1d20 + 5 - 4 - 2 + 2 + 1 ⇒ (18) + 5 - 4 - 2 + 2 + 1 = 20 for: 3d6 + 4 + 1 ⇒ (4, 6, 2) + 4 + 1 = 17


Criek essentially carves into the Ettin like it's an oversized hunk of meat served on a dinner table with a sawing knife. Except for the screaming and copious amounts of gushing blood of course.

The screaming is cut off at the source as Criek's second swing splits the Ettin in two right up the middle. Both heads flop in opposite directions and the only sound left is the growling of Criek's brand new chain weapon and Pinki's incessant yowling.

Anody is very quiet as he stares at the aftermath of the battle.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae can only stare as the ettin is cleaved in two - the roar of the rumbling sword barely shrouds the horrific noises of tearing flesh, cracking bone and the screaming... oh dear, the screaming. Turning away so she doesn't have to look at the carnage before them, Sharae quietly reloads her pistol... and then, turns her attention towards the hound.

Sharae, Wand of Make Whole: 5d6 ⇒ (2, 2, 2, 5, 2) = 13 and then again for a further 5d6 ⇒ (1, 1, 4, 4, 3) = 13


The dog's singed and cracked shell responds very well to Sharae's wand. Much like how cure spells bring health and vitality back to a being of flesh, the make whole spell restores the mysterious clockwork inner workings of the dog and knit the bronze exterior of the dog back together. It is still damaged but far less than before.

Going through the corpses that litter the east west passage of the corridor is grim and disgusting. There is the chainsaw of course but Kulgara the orc also had a composite longbow, an inferno grenade, a plasma grenade, a zero grenade, a breastplate that exudes magic, 10 silverdisk, 49 gp, and, finally, a green access card. It's shaped very much like the grey access card you found on the troll Helskarg.

The Ettin, Draigs, did not have near the level of equipment that Kulgara sported, in fact there are just two flails and some javelins.

The orcs had the standard orcish equipment, suits of studded leather armor, javelins, between the five of them you recover 50 gp as well.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek stands in shock for a few seconds, the chainsword being a much more...up close and personal weapon than his usual bombs and bow. Rallying a bit, he clicks the weapon off and turns back towards Sharae, spattered in blood and panting slightly in the suddenly still corridor. He sets down the weapon on the floor, saying quietly, "That was...very effective...but I don't think I'll keep it."

"Kulgara's access card--should open this door, I think? Should we check the end of the hall first, though?"


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Staring at the grizzly sword, its teeth ragged with flesh and stinking of death, nods at Criek's suggestion. Turning to the professor, she asks "Can we disable it? I'd rather never see that in use... ever again"

...and then, to Criek's suggestion, "Yes... let's make sure there's nothing there".


Ah it should be quite simple to destroy for Criek or myself. Anody says nervously. But we should take the battery out of it first. Can't have too many of those. Ahaha ha the little gnome professor seems very unnerved by the events of the corridor as is everyone in there who's still living.

Leaving behind the room to the west for a moment the group moves beyond it to the east. They find themselves in a very large room. Larger even then the temple area above. The air in the room is warm and stuffy and there is a deep constant thrum of a massive amount of energy being expended. Countless blinking lights, wriggling shapes, and unusual stings of Androffan writing scroll across glass panels mounted on the walls. There are a dizzying array of buttons, switches, dials, wheels, levers and other controls the functions of which the group can only guess at.

Six immense pillars lined with glowing panels support the ceiling eleven feet above, and a circular platform to the east sits under a slowly rotating semitransparent image of a curious contraption with long arms. One of the arms ends in what appears to be an immense, slowly spinning disk. Beyond this, two windows look out over a metal platform, which in turn looks out over an immense damp cavern lit by brilliant beams of light emanating from unseen sources below and above.

Rubble clutters the room's floor here and there, as if pieces of furniture were once affixed to the ground but hav long since been torn free. To the northeast, the room's walls have buckled downward into a crumbled mass of devastation.

My word Anody breathes, the horrors of the corridor forgotten. The sight is about as impressive as some of the rooms they had found under Torch but it has been a long time since they've seen this much alien technology in an operational state.

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