Steel Wolves - A Mercenary Campaign (Inactive)

Game Master Mark Sweetman

The Steel Wolves are a squad of the mercenary company the Blood Hawks. Currently stationed in Kalabuto, though the jungle calls....


1,051 to 1,100 of 3,371 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Male Keleshite Magus(Kensai Archetype)/5

As he enters the mine, Blaze will cast Light on several torches, then Shield on himself.

Upon entering the chamber, he looks around 1d20 + 4 ⇒ (8) + 4 = 12 Perception


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Stealth
1d20 + 13 ⇒ (7) + 13 = 20

Perception
1d20 + 6 ⇒ (20) + 6 = 26

Knowledge dun-in;
1d20 + 4 ⇒ (3) + 4 = 7

"Tha water looks diferent damned if I ken explain it, but look at it there."

aid another action to help others see it...+2 for perception checks


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Huh? Water?"

Doc walks over to the pool and collects a jar of it, being careful not to touch it with his hands. "Gimme a sec."

Breaking out a steel trey that looks like a miniature muffin tin, he uses a dropped to put some water into the indents and then puts a few drops of a few strange chemicals in as well.

Using Alchemy on the water to determine purity and if it has any strange properties.

1d20 + 9 ⇒ (15) + 9 = 24


Minor Crab-beast

Blaze - light is a one at a time only spell.

As Doc approaches the patch pointed out by Grusk, it draws inward on itself - surging out with a globular appendage to strike at Doc...

Slam: 1d20 + 6 ⇒ (13) + 6 = 19 for 1d6 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 and a DC 15 Fort save please

The puddle congeals into a amorphous blob of malevolent intent.

Ooze initiative: 1d20 - 5 ⇒ (10) - 5 = 5

Knowledge Dungeoneering DC 11:
Now that the ooze has formed, you recognize it as a crystal ooze - an acidic creature that can paralyze it's victims.

Round 1: Roll your own initiative and you can take an action if you beat a 5.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

the one roll I didn't make...f@$@

Initiative
1d20 + 4 ⇒ (13) + 4 = 17

Fires for effect!
Composite Shortbow Attack
1d20 + 6 ⇒ (16) + 6 = 22
Damage
1d6 + 4 ⇒ (5) + 4 = 9

"Doc I meant fer yah tha look not touch, yah look wit yer eyes ot yer hands!"


Minor Crab-beast

The arrow from Grusk's bow scythes through the creature, passing wholly through before skittering off the wall and coming to a stop; the fletching and wood smoking as the acidic juices of the creature act upon it.

Round 1: Grusk, Ooze

Damage Tracker: Ooze = 9


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
DM - Voice of the Voiceless wrote:


Slam: 1d20+6 for 1d6+4+1d6 and a DC 15 Fort save please
[/ooc]

1d20 + 5 ⇒ (20) + 5 = 25 (with an additional +6 if it's poison)

Init1d20 + 2 ⇒ (2) + 2 = 4


male Half orc Shapeshifter Skirmisher 5

Knowledge (dungeoneering) 1d20 + 5 ⇒ (15) + 5 = 20
Initiative 1d20 + 5 ⇒ (1) + 5 = 6

"Oozes. I would suggest not getting hit if you don't want to get paralyzed." Darkbiter comments as he tries to bring the flat of his sword down on the thing, seeing no point in trying to cut fluid.

attack with flat of greatsword blade (-4 already applied) 1d20 + 2 ⇒ (2) + 2 = 4
damage 2d6 + 3 ⇒ (2, 6) + 3 = 11


Male Half Elf Wolf Shaman 5

Sentis had cast Light on his torch and took up his spot at the rear of the group. His eyes widened at the sight of the small pool take shape and trusted Darkbiter's caution against the ooze. He waved Baran back as he drew his scimitar and moved in to surround the thing.

Scmitar - 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 flanking

Damage - 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9


Minor Crab-beast

Sentis Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

Sentis' scimitar flashes out and through the mindless blob, remnants of the ooze's fluidic body sizzling on the blade of his weapon. Darkbiter flashes at the creature with the flat of his blade, though the action is not practiced and is fouled sufficiently that he misses his mark.

Round 1: Grusk, Sentis, Darkbiter, Ooze, Doc

Damage Tracker: Ooze = 14

Oozes are immune to flanking, critical hits and precision damage.


Male Keleshite Magus(Kensai Archetype)/5

I was casting Light basically right as we went into the mine, which I had thought would have been long before the combat started, hence non limited actions and all. It's also a cantrip, meaning I can cast it at will. The idea was to cast it a few times before we got even close to the small chamber, and thus combat

1d20 + 8 ⇒ (3) + 8 = 11 Init

Blaze darts into combat, slicing the ooze with Sunstrike 1d20 + 8 ⇒ (6) + 8 = 14 for 1d6 + 5 ⇒ (1) + 5 = 6


Male Half Elf Wolf Shaman 5

Blaze - check the Light spell decsription. You can only cast one light spell at a time.


Minor Crab-beast

Sentis has it correct - wasn't taking any issue with the pre-casting of spells, just the multiples of the light spell.

Blaze's scimitar easily finds an avenue to carve through the ooze, causing it to lose more of it's cohesion.

Damage Tracker: Ooze = 20

Once Kaavel has posted I'll DMPC Cort and take the Ooze action.


Male Keleshite Magus(Kensai Archetype)/5

Wow. That is one of the dumbest limitations I have ever seen. What in the hells is the point of making it a cantrip if you can only have active at a time?? That hurts my head.

Sorry about that Voice, never had a caster actually know or use Light, so my bad. It never occurred to me that a zero level, at will spell would have such a restriction


Minor Crab-beast

No problems Blaze.
Shrugs - it's a cantrip and even with the restriction it's still pretty useful. Basically means that any 1st level caster doesn't need to worry about lanterns or torches as they have an inexhaustible source through the cantrip.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Hey!" Doc yells at the offending psudopod. "Why you little..."

Breaking out his massive hammer, he swings down.

1d20 + 4 ⇒ (11) + 4 = 15

2d6 + 3 ⇒ (1, 2) + 3 = 6


Minor Crab-beast

The ooze lashes out at the one that most recently struck it - Blaze.

Slam: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9

Though the amorphous appendage does not find purchase.

Doc then abuses the creature's form with his hammer, spraying droplets of acidic fluid around the room.

Round 2: Grusk, Sentis, Blaze, Darkbiter, Ooze, Doc

Damage Tracker: Ooze = 26

Kaavel still has a carryover from Round 1 as well.

With Cort, rather than DMPC - he can just follow along passively until he's back more reliably to post. Unless one of you takes it upon yourself to post up actions for him?


Male Keleshite Magus(Kensai Archetype)/5

Blaze's scimitar flashes out again, attacking the ooze once more 1d20 + 8 ⇒ (11) + 8 = 19 Melee attack for [ooc]1d6 + 5 ⇒ (6) + 5 = 11


Male Half-Elf Martial Artist /4

Sorry thought they were a bit ahead and I did not see it I can post for Cortland if you want.

First Round:

Init:1d20 + 7 ⇒ (6) + 7 = 13

Seeing the Ooze attack Kaavel moves to strike it drawing his new weapons as he moves.

Attack and Damage Roll:1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (6) + 4 = 10

Second Round:

Kaavel changes his stance after hitting the Ooze and unleashes a combo of a left jab than a right hook into the creature.

First Hit:1d20 + 5 ⇒ (15) + 5 = 201d6 + 6 ⇒ (4) + 6 = 10
Second Hit:1d20 + 5 ⇒ (13) + 5 = 181d6 + 4 ⇒ (6) + 4 = 10

Cortland:

Init:1d20 + 4 ⇒ (3) + 4 = 7

Cortland seeing the others being attacks moves to hit the Ooze. Drawing his sword as he moves to swing.

Attack and Damage Roll:1d20 + 10 ⇒ (2) + 10 = 121d8 + 2 ⇒ (5) + 2 = 7


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Grusk moves forward drawing his morningstar as he goes....

"Im not fer ruinin mah axe on yah giant thing from Doc's nose."

Morningstar B/P
1d20 + 5 ⇒ (6) + 5 = 11
Damage
1d8 + 5 ⇒ (2) + 5 = 7


Minor Crab-beast

Under the combined weight of the squad's blows, the gooey monstrosity shudders and grows still. The remaining dregs of fluid on your weapons sizzles and spits.

Out of combat

Doc:
Would you like to harvest some acid from the 'corpse'?


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Voice

Spoiler:
You beat me to the question. I was going to ask you if I could. How much can I get?


Minor Crab-beast

Doc:
Let's go with 5 flasks worth (5 lb, 50gp in value) as the amount you can salvage before it gets too diluted by the salty water.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Doc wastes no time scraping what is left of the ooze off the walls and floor and his pants and into a bunch of flasks.

"Verry noice, verry noice. 'Ow bad am ah burned?"


Male Half Elf Wolf Shaman 5

Sentis removed the empty sack from his pack and carefully wiped down his scimitar. He didnt like the sound of that sizzling on the blade. He passed the sack to his fellow Wolves so they could do the same.

Well that was a fine welcome. Id have hated to just stumple into that puddle.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Yer not likely tah stumble intah troubles wit Dark an I on tha job, an Doc will go head first into wha ever awaits."


male Half orc Shapeshifter Skirmisher 5

"You lost part of your beard, but other than that, you shouldn't notice anything come morning." Dark answers Doc as he keeps moving forward to scout out any potential trouble.


Male Keleshite Magus(Kensai Archetype)/5

Blaze cleans off Sunstrike, then follows behind his scouts, ready for anything. 1d20 + 4 ⇒ (9) + 4 = 13 Perception


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Mah beard! It don' look bad do it? Kaavel, you still got any o' that growth elixir ah messed up? Ah gotta sort this out quick!"


Male Half-Elf Martial Artist /4

Kaavel pulls out the vial Doc gave to him a few days ago with half the contents still inside. "Here Doc." He says before giving the vial to Doc.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Doc wastes no time pounding it down. "'Ope it's still got it's kick. Guess we'll know inna minute."


Minor Crab-beast

As the group continues past the entry chamber, the mine widens to roughly 40ft across. The water running through the center gradually deepens to almost hip depth, though there is a 10ft wide area on each side of the tunnel where easy purchase can be found.

50ft ahead of you the mine tunnel turns to the right and there is a bridge across the running water.

Next post you make, it would be appreciated if you can confirm if you are on the left or right side - or wading through the water.


Male Half Elf Wolf Shaman 5

Sentis trailed the group on the left with Baran a pace behind him. His light spell casting shadows on the tunnel walls.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Doc activates a glowing rod and slides it into the aperture of the device he made back in town. When he puts it on his head it casts light out in front of him, illuminating whatever he looks at.

"Works like'a charm." he says with pride.

A moment later he flips a switch, closing the lid on the lens so the light doesn't ruin his darkvision. It would be there when he needed it, but for the moment he was scouting.

I'll take right, musket out.


Male Half-Elf Martial Artist /4

Kaavel walks along the left side looking around at the tunnel and water wondering why there was water. He than says "Hey Doc any idea why there is water like this?"


Male Keleshite Magus(Kensai Archetype)/5

Blaze too moves to the left. "Yea O wise one, why is there water down here? The Magus doesn't really care, but its better than no conversation at all.


male Half orc Shapeshifter Skirmisher 5

Sticking to the right side, Darkbiter focuses on what may be in front of them, letting others worry about the mystery of the water.

Perception 1d20 + 11 ⇒ (8) + 11 = 19 +2 if human


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"If'n they hit water anywhere 't would flow t' th' lowest point it could reach. Tha' means we should e'spect a rise soon, then'a water source somewhere, ev'n if'n it's jus' a trickle. Wherever tha' water source is, tha's th' most likely place t' find critters, so we should b' careful. Oh, an' if anyone starts smellin' rotten eggs or smellin' salts, say somethin'. That's real bad an' we shouldnt go further."


Male Half Elf Wolf Shaman 5

At Doc's mention of strange smells Sentis went on the alert.

Perception - 1d20 + 10 ⇒ (17) + 10 = 27

He was glad indeed that they had someone as knowledgeable in such things as the crafty dwarf along.


Minor Crab-beast

Nothing to see here, move along people:
1d20 + 16 + 4 ⇒ (18) + 16 + 4 = 38
1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39
OOooo - sneaky blighters :)

Didn't get a confirmation from Grusk, but I assume he is scouting at the front on the left side.
Rolls above were for stealth, but they nailed them - so you didn't have a chance of seeing these guys...

As the forward scouts reach the bridge, two forms burst from the water to strike at Grusk and Darkbiter...
Darkbiter Slam: 1d20 + 4 ⇒ (10) + 4 = 14 for 1d4 + 1 ⇒ (3) + 1 = 4
Grusk Slam: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d4 + 1 ⇒ (3) + 1 = 4
Both of you get hit as the attack is against your flat-footed AC, please also make a DC 14 Fortitude save or suffer 1d3 Constitution damage.
...leathery hands finding purchase on the scouts. Darkbiter and Grusk's mouths start to feel unnaturally dry.

The creatures are humanoid, and despite having lurked in the water - their skin is dry and leathery as though there were no moisture within it.

Knowledge Religion DC15:
The creatures are salt wights. Their touch drains the moisture from their targets, sapping their ability to fight.

Initiative Block:
Wights: 1d20 + 1 ⇒ (9) + 1 = 10
Sentis + Baran: 1d20 + 2 ⇒ (13) + 2 = 15
Doc: 1d20 + 2 ⇒ (14) + 2 = 16
Darkbiter: 1d20 + 5 ⇒ (16) + 5 = 21
Blaze: 1d20 + 8 ⇒ (13) + 8 = 21
Kaavel: 1d20 + 7 ⇒ (1) + 7 = 8
Grusk: 1d20 + 4 ⇒ (7) + 4 = 11

Action Tracker (Round 1): Darkbiter / Blaze, Doc, Sentis + Baran, Grusk, ??, Kaavel

You are on a 10ft wide ledge on each side of the tunnel - with a 20ft wide channel of water between you.
Darkbiter and Grusk are both already in base to base with the enemy, and there is room for 1 more squaddie to move into combat without needing either Acrobatics to avoid AoO or jumping into the waist deep water.

I'm going to officially call Cort MIA until he makes a resurgence and is able to post on his own behalf. There are still six of you guys remaining, so you should be able to handle it on your own.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Danger!"

Fortitude save
1d20 + 2 ⇒ (8) + 2 = 10
-1d3 ⇒ 1 con

Greataxe Attack
1d20 + 5 ⇒ (6) + 5 = 11
Damage
1d12 + 5 ⇒ (6) + 5 = 11


male Half orc Shapeshifter Skirmisher 5

Fort Save 1d20 + 3 ⇒ (5) + 3 = 8
Con damage 1d3 ⇒ 3

HP: Max: 21 Current: 17

greatsword attack 1d20 + 8 ⇒ (17) + 8 = 25
greatsword damage 2d6 + 6 ⇒ (5, 3) + 6 = 14
bite attack 1d20 + 2 ⇒ (4) + 2 = 6
bite damage 1d4 + 4 ⇒ (1) + 4 = 5
Form of the Bear: 5 rounds remaining

Darkbiter curses as his form instinctively becomes bearlike as he lashes back in blind fury.


Minor Crab-beast

Action Tracker (Round 1): Darkbiter / Blaze, Doc, Sentis + Baran, Grusk, ??, Kaavel

Grusk's retalitory strike flies wide, though Darkbiter has better luck. His greatsword hacks into the dessicated creatures side, opening a wide rent.... though no blood runs from the wound.

Damage Tracker:
Left - 0
Right - 14


Male Half-Elf Martial Artist /4

Round 1, 21/21 HP
I was going to go later since I am last but screw it.

Kaavel hearing Grusk yell moves to see what is going on. Seeing them being attacked by some odd human shaped beings. He readies him self as he tries to move in to attack.

Since I am last and might have to do the Acrobatics.
Acrobatics:1d20 + 7 ⇒ (6) + 7 = 13
That most likely did not work.

Attack and Damage Roll
1d20 + 7 ⇒ (19) + 7 = 261d6 + 4 ⇒ (4) + 4 = 8
Damn I was close.


Minor Crab-beast

Kaavel - even if the Acrobatics failed, all that means is that you take an AoO before you act.
You still get to make your own attack regardless of whether the target hits you or not.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Gha! What th'? They're still dry!"

Doc slaps the button on his helmet and the lens pops open flooding the tunnel with light.

"Hmm. Dry."

Dropping a shell into his mortar he casually says "Duck"

1d20 + 4 ⇒ (17) + 4 = 21 touch attack

2d6 + 4 ⇒ (6, 3) + 4 = 13 fire

and 6 splash damage, reflex save for 1/2 on the splash. Targeting the one that's on Grusk since he has evasion. That should keep any other friendly out of the splash. Grusk, DC 14 reflex to avoid the damage.


Minor Crab-beast

Action Tracker (Round 1): Darkbiter / Blaze, Doc, Sentis + Baran, Grusk, ??, Kaavel

Doc's mortar strike arcs across the intervening water before bursting on the dessicated salt encrusted figure. Dry flesh is blown off it's frame as it rocks backward with the impact.

Doc - dry and dessicated as they may be, they don't have any special vulnerability to fire damage.

Damage Tracker:
Left - 13
Right - 14


Male Keleshite Magus(Kensai Archetype)/5

Blaze darts in, Sunstrike flashing and moves to flank with his allies. He lashes out at the right creature.1d20 + 10 ⇒ (15) + 10 = 25 for 1d6 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10


Minor Crab-beast
DM - Voice of the Voiceless wrote:

You are on a 10ft wide ledge on each side of the tunnel - with a 20ft wide channel of water between you.

Darkbiter and Grusk are both already in base to base with the enemy, and there is room for 1 more squaddie to move into combat without needing either Acrobatics to avoid AoO or jumping into the waist deep water.

Blaze moves past the creature on the narrow walkway, drawing an attack as he darts too close...

Slam: 1d20 + 4 ⇒ (12) + 4 = 16 for 1d6 + 1 ⇒ (1) + 1 = 2

Luckily for you - your shield spell is still active from when you cast it outside, but will run out at the end of this combat.
Also - Darkbiter does not have Precise Strike, so you don't get the extra precision damage.

Action Tracker (Round 1): Darkbiter / Blaze, Doc, Sentis + Baran, Grusk, ??, Kaavel

Damage Tracker:
Left - 13
Right - 21


Male Keleshite Magus(Kensai Archetype)/5

Wait a sec, i go before Kaavel, shouldn't that mean I fit aka no AoO? also, if I don't, let me make one a check, Blaze has Acrobatics maxed out after all.

1,051 to 1,100 of 3,371 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Steel Wolves - Mercenary Campaign Game Thread All Messageboards

Want to post a reply? Sign in.