Strike the Earth: Histories of Greed and Determination (Inactive)

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

Campaign Reference
Campaign Map
Battle Maps
Party Inventory
Calendar Date: 5th of Pharast


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HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Boomer moved to get a better shot, leveled his crossbow and fired at one of the spiders.

Shooting Orange, firing into melee: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Damage: 1d8 ⇒ 8

Crit?: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
bonus crit damage: 1d8 ⇒ 5


Male Human Magus (Jistkan Artificer) 6

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Hezekh lashes out, but is thrown off by the massive spider’s skittering movement. ”Damned bugs.” Hezekh growls.


Info | Battle Maps

Without skipping a beat, Toulbe screams at one of the spiders.

Spider Fort: 1d20 + 4 ⇒ (14) + 4 = 18

One may wonder if Toulbe screams out of fear, but he jumps right back into his warsong, keeping up morale. Hezekh may notice that one of the spider's exoskeleton has cracked just a little more.

Unfortunately, Hezekh is a little overwhelmed holding off two spiders and isn't able to add to the attack.

However, he gets a further assist from Boomer in the back, who's able to sink a crossbow bolt into a spider abdomen. Yellow ichor seeps from the hole and the spider hisses in pain.

Urist helps clear a path up to the front line, while Gunnar tries to help the entangled Barik get free of the webs. Even with the extra help, Barik remains caught up.

Finally, Glor is again able to wallop the same spider Boomer hit with another blast of dirt and stone. This time, it's a bit of overkill, and the spider explodes in a goopy mess of ichor and chitin all over Hezekh.

That leaves o'l blue to contend with. Badly damaged and outnumbered, the spider makes a last ditch defensive effort. Maneuvering its spinnerets at the steel-armed dwarf, it launches a glob of sticking webbing before retreating back to the safety of its webs.

Web: 1d20 + 5 ⇒ (8) + 5 = 13

In such close quarters though, the webbing shoots just past Hezekh's shoulder.

Hezekh gets an AoO before we move into Round 4.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

"Alright, lads. Way's open, let's bring 'er 'ome!"

[ooc]Assuming the spider is still up by the time it's his turn, Urist marches forward and takes a swing at the remaining spider. Otherwise he'll take a moment to proudly stand over the battlefield.[ooc]

Attack: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Info | Battle Maps

Somewhere between the spider flinging webs at him and then backing off, Hezekh finds a moment to strike.

AoO: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

He misses again, and the spider retreats back to its nest of webs.

Round 4: Party is up
Spiders (blue 11 dmg)
Toulbe
Hezekh
Boomer (2 dmg)

Urist
Gunnar
Barik (Entangled)
Glor


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Ear Piercing Scream: 1d8 ⇒ 8

Toulbe slips around the webs carefully and makes his way up within distance of the spider. He puffs up again before unleashing another shrill scream.

He pants slightly as he tries to catch his breath. The magic coming from his voice fading.


Info | Battle Maps

Spider Fort: 1d20 + 4 ⇒ (16) + 4 = 20

Even in its injured state, the remaining spider is able to resist some of Toulbe’s magic scream. It quivers on its web, tucked up into a little ball, clearly on its last of eight legs.

Round 4: Bold May Act
Spiders (blue 15 dmg)
Toulbe
Hezekh
Boomer (2 dmg)

Urist
Gunnar
Barik (Entangled)
Glor


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Boomer stopped. He didn't feel the need to keep attacking an animal that had retreated. He reloaded his crossbow and waited for Urist to make a decision about whether to leave it or not.


Male Human Magus (Jistkan Artificer) 6

Sorry guys. Been falling down on the job.

Hezekh advances on the last spider, in no mood to let it get away. He swings at it, but his punch serves to do nothing but encourage the creature to run a little faster.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Info | Battle Maps

The spider has retreated to the top of its web, and seems to be out of reach for Hezekh. The poor critter will probably die in a day or two from its injuries, and it is of no more threat to you. If you want to take a final potshot and finish it off, feel free, but I think we can call this fight finished and move on.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor takes one final shot as the powers of earth begin to settle back into their normal inanimate and normal state.

Earth Blast: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 81d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

"Finally." Gunnar holsters his weapon and makes for the back of the cart, digging up his harvesting kit and stepping over to the most intact, but still dead, spider, lifting its head to reach its fangs.

"Bound to be some juice left in there..." he mutters as he sets up a milking jar and tries to coax out some venom.

survival to extract venom: 1d20 + 7 ⇒ (1) + 7 = 8
survival to extract venom: 1d20 + 7 ⇒ (10) + 7 = 17

The first proves intractable, but after draining some venom from the second, he quickly seals the jar against the elements, eyeing the unassuming fluid through the glass. "See how long this keeps, I s'pose..." He then stows his prize and the kit.


Info | Battle Maps

Gunnar, the vial of Medium Spider Venom has a shelf life of 24hrs. You can preserve it to last indefinitely with a DC 14 Craft Alchemy check.

As Gunnar harvests some venom from the dead spiders, the rest of you clear out the remaining webs to make clear passage for the wagons. As you do so, you find the husk of a dead goblin wrapped up in the sticky silk. On his corpse is a set of small leather armor, a dagger, and some coin (3gp, 12sp). Nearby, on the ground, you find his short sword and small wooden shield.

Moving onward, the rest of the day passes quietly. The underground road twists and turns lazily through the mountains. As you nearly go mad from the boredom you reach the halfway point. A roughly circular area, wider than the road, has been carved out here. Signs of old campsites remain scattered about, coals from campfires, broken tools, the tattered remnants of a tent. Your tummies are rumbling and it is decided to rest here for the night.

Set a watch order however you wish. Probably only need 4 shifts covered.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Hey, first loot. Too small for most of us but this gear looks just your size Toulbe.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe looks a little...upset when they find the goblin. It was commonplace enough to see smallfolk of this type dead and left discarded but it often reminded him of his own mortality.

He shook it off and nodded at Glor "Indeed, it is my size though I already have better armor and arms. We can toss it in the wagon and even if it's a few copper down the road, that'll still help us buy bread." he said as he made it over to Gunnar.

"Ah, fancy yourself a bit of venom? That stuff doesn't keep well." he said as the man stowed it away. He walked back to the wagon and rummaged for a moment.

Craft Alchemy: 1d20 + 6 ⇒ (9) + 6 = 15

Pulling out the appropriate preservative, he walked back. "A drop or two of this stuff and it should stay for as long as you need. Well...till you open the container again. Damn stuff doesn't do well when mixed with open air." he said offering him a small vial.


Info | Battle Maps

Teamwork!


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar watches as the gnome adds his expertise, stonefaced. He gives the sealed jar another close look, then after a moment, shrugs and nods. "Alright then, long as it doesn't ruin the flavor."

He then goes about aiding the camp setup, muttering curses under his breath, though at whom, none could discern.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

Boredom? Hah! Urist relishes in the inactivity! Plenty of time to relive the past!

The hours go by, but Urist McFatson is more than happy to fill the quiet hours with tales "...and then, ah tell 'em. Don' pick up tha puppy ah tell 'em. Tha damn thing's OBVIOUSLY cursed! On fire'n everythin'!" The dwarf shakes his head. "Tha's why we McFatson's got a sayin'. If'n it burns fer a day, ye stay away. 'Sides forges, o'course. Anyway, Jodar picks the thing up, and 'e lights up like a grim, bearded torch! 'E was runnin' around, hehe, screamin'..."

Perform Oratory: 1d20 ⇒ 15

"But hey, ah'll tell tha rest la'er. Fer now, we eat an' rest, yeah? Ah'll take first watch with the commander."


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe looked at the location. He nodded at the campsite. "Alright, out with the old, in with the new? We could probably use the only tent as a bit of burnable. To help start the fire and all." he said as he pulled his wagon a bit past.

He opened the back of it and rummaged for a few minutes before finding the Pavillion tent he had bought. "Alright, this should take care of us all. Nothing too fancy but it's plenty big to help keep in the heat provided we keep the fire low. Course, we'll need it low and slow for a good meal anywho. Need to use up all them lovely fresh mushrooms and meat!" he said as he struggled to get it out of the wagon.

He looked at the others "Could you guys be gentlemen and set up the tent and and I'll get started on our fire and food!" he said seeing far too cheerful.

He danced about as he made the firepit, got out the pots and pans, dug through the food barrels and got the fire going. He hummed, he jigged, and finally he blew a large spark from his mouth and finally the cooking began. "Nothing like a good meal to help one sleep!" he said before he went back to humming.

Profession Cook: 1d20 + 7 ⇒ (14) + 7 = 21


Info | Battle Maps

There’s an old saying in the mess halls of Taggoret, “A cook’s best friend is a fully stocked larder.”

With all sorts of ingredients to choose from, Toulbe gets to work. But, ‘work’ may not be the best term, as you watch him sing and dance and... is that frolicking? Did your gnome cook just frolick?

The aromas emanating from the stew pot have you salivating soon enough. Lamb hock, goat tripe, plump helmets from the deepest tunnels, spring onions, carrots, and rustic spices stew together and mingle in a rich broth complemented by Toulbe’s vibrant soprano.

You’ve never felt hungrier in your life, and the group tent is set up in record time. Supper is like a battlefield, with no quarter, no man left behind. Using scraps of bread to soak up every last morsel, the stew pot is emptied within minutes.

Nice roll Toulbe. You have 3 morale bonus points to disperse to the group. These are good for one attack roll, skill check, or saving throw in the next 24hrs. You must choose who gets them now.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor is silent as he eats, making only chewing noises. Mopping the last of the stew out of his beard with a crusty piece of bread he notes Now that was properly done. and lets loose with an impressive and complementary belch.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

I reckon Glor, Hezekh, and Boomer get my +1s this time.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Boomer tipped his hat to Tolbe. "Aye, well done indeed." He broke out a flask, which was really more like a canteen, of distilled spirits that was rich with spices and a smooth peat finish. He took a long pull and passed it to Tolbe first.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar eats readily, swatting at the air on occasion. Though he leaves no morsel untouched, he frowns upon finishing the meal.

"Hmph. Stew used to have a lot more flavor..." he scratches his beard with a furrowed brow.


Male Human Magus (Jistkan Artificer) 6

Hezekh eats wordlessly. There'll be time to talk later. He grunts a few times, nodding appreciatively. He's an odd one, but the little one can cook. Well, maybe not so odd, for a gnome. They're an odd folk. "Best gnome-cooked meal I've ever had." the iron-armed smith says once he's finished. He neglects to mention that he's never had gnome cooking before.


Info | Battle Maps

Sadly, we are losing Barik, but we are moving on. I deeply appreciate you sticking it out with me. Urist has claimed first watch, selecting somewhat randomly, he’ll be followed by Gunnar, Glor, then Hezekh.

GM Rolls:

1d10 ⇒ 3

With your bellies full of Toulbe’s Inspiration Stew and warmed with a swig of whatever Boomer keeps in his flask, you settle in for the night, comforted by the fact that your fellowship has already been forged in the heat of combat, although you really only barely broke a sweat on that one. The night passes, and, one by one, sentries take watch, each reporting nothing more than a scurrying rat.

Your internal circadian rhythms wake you at dawn, although no sun rises in these tunnels. After a small breakfast of stale bread and cheese, you break camp and load up the wagons. Once Urist gives the signal, you head on out once again.

GM Rolls:

1d10 ⇒ 9
1d100 ⇒ 29
1d4 ⇒ 2
1d20 ⇒ 3

A few hours into the day’s journey you come to a sudden bend in the tunnel. You hear strange clicking sounds up ahead, as well as the sounds of flesh being torn into and munched upon. As Gunnar pokes his head around the corner he sees two man sized scorpions tearing into the corpse of a something or other.

Map up in a jiffy. Let me know how you wish to proceed and then we’ll roll Initiative.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Well now... Gunnar's eyes light up a bit at this new discovery. Stickers like those ought ta have quite the juice...

He puts up a closed fist, signaling the caravan to stop. He then draws his warhammer and turns to the party, pointing at his eyes and jabbing a thumb in the direction of the path.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

"How 'bout we start things off wit' a volley? Ready shots an' cut loose all at once. Focus fire on th' closer one?"


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

Urist look towards his companions and nods, reaching down to draw his crossbow. The normally boisterous dwarf speaks in a hushed tone as he leans in close.

"H'bout we get'a couple'a lads ta get their attention? Bring 'em back 'ere and we'll 'ave a proper ambush waitin' for em?"

His beard parts to reveal a grin, and he loads a bolt to articulate.


Male Human Magus (Jistkan Artificer) 6

Stopping with his hand halfway to his crossbow, Hezekh nods. ”Aye. Can do, boss.” with that, he proceeds ahead of the others.


Info | Battle Maps

The scorpions are too occupied with their lunch to have noticed you so far. You can get some ranged attacks in in a Surprise Round, or, if you're charging in, we'll roll normal initiative.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

Whoopsie! Looks like I should have read my PMs before posting. If possible, I'd like to tack this little bit onto my last Urist post before the fight kicks off. I wanna test out my shiny new Solderin' ability!

Soldierin' (ex):
At 1st Level, Urist can use his experience as a soldier to gain a tactical advantage. If Urist and his allies are aware of enemy combatants before the enemy has become aware of them, Urist can make a Profession (Soldier) check against a DC of 15+ the CR of the encounter to assess the tactical situation. Whatever number Urist beats the DC by (minimum 1) can be distributed as Tactical Points to his allies as he sees fit. His allies may then use these points as a Circumstance Bonus on any one Attack Roll or Combat Maneuver check during that combat encounter. Urist can use his Soldierin' ability a number of times a day equal to his Wisdom Modifier.

"Oi. Ye know, I bet if we... hmm. Move this guy over 'ere, an' that guy over there...ahh, slag it. Let's just kill 'em."

Profession Soldier: 1d20 + 10 ⇒ (5) + 10 = 15


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor moves in far enough for a clear shot, but his ranged ability allows him to hang back some. He gathers earth to him, forming a ball of pebbles bound by clay and propels it with his power over the element when everyone is ready, hoping to catch the nearer vermin flat footed.

Earth blast: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 5 ⇒ (3) + 5 = 8


Info | Battle Maps

Another fight against overgrown arachnids doesn't call for much tact, and Urist decides for a free for all approach.

No Tactical Points this time.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Standing 4' 3", with a well-kept red beard and piercing stare, Goggeck is a picture of Dwarven strength. And that's before the chainmail, and the giant hammer with the snarling hydra head grasped in both hands.

He's here to use it. Once he sees where.

Hammer the Nail:
Goggeck's military training gives him an edge over his enemies. As a Move Action, Goggeck can make a Profession (Soldier) check to study a single enemy combatant for weaknesses. The DC of this check is 18 + the creature's CR. Whatever amount he beats the DC by (minimum 1) he can add as an Insight Bonus to his next Attack Roll against that creature. Goggeck can use this ability a number times a day equal to his Wisdom Modifier.

Hammer The Nail on toughest looking scorpion: 1d20 + 8 ⇒ (12) + 8 = 20


Info | Battle Maps

That's a +1 on your next attack Goggeck.


Male Human Magus (Jistkan Artificer) 6

Walking as close as he can before the arachnids notice him, Hezekh charges in, shouting "TORAG!"

Attack, Charge: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Confirm?
Attack, Charge: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Well, I got one good roll...


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Gunnar follows Hezekh in as closely as possible, charging in after him with his warhammer in both hands.

attack, charge: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 3 ⇒ (8) + 3 = 11


Info | Battle Maps

Ok, let’s try to organize this before it gets too kray.

Glor gets his attack in the surprise round, Hezekh and Gunnar’s actions will happen in initiative.

Initiative:

Boomer: 1d20 + 2 ⇒ (3) + 2 = 5
Glor: 1d20 + 3 ⇒ (16) + 3 = 19
Goggeck : 1d20 + 1 ⇒ (18) + 1 = 19
Gunnar: 1d20 + 2 ⇒ (3) + 2 = 5
Hezekh: 1d20 + 3 ⇒ (11) + 3 = 14
Toulbe: 1d20 + 2 ⇒ (9) + 2 = 11
Urist: 1d20 + 1 ⇒ (12) + 1 = 13
Scorpion Red: 1d20 ⇒ 4
Scorpion Blue: 1d20 ⇒ 12

Glor signals the charge with a bullet of earth. By now, his ability to control dirt and stone this way is no longer novelty. The earthen blast whistles speedily down the tunnel and cracks the nearest scorpion hard. Snot colored ichor begins to ooze through its stone colored carapace and the two scorpions, now alerted to your presence, turn in your direction, pinchers and stinger-tipped tails raised aggressively.

Round 1: Bold May Act
Glor
Goggeck

Hezekh
Urist
Scorpion Blue
Toulbe
Gunnar
Boomer
Scorpion Red (8 dmg)


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"By the might of Trudd!"

Goggeck fires himself up with a roar, then charges his target vermin, seemingly trying to put it down with a single blow with his huge hammer.

Judgement: justice as a swift action for +1 bonus to hit for the fight, then power attack / risky strike and charge! Ending up 10ft from target. AC down -2 to 14 this round, assuming I can also maintain combat expertise.

Charge!: 1d20 + 3 + 1 + 1 + 2 - 1 ⇒ (11) + 3 + 1 + 1 + 2 - 1 = 17

Damage: 2d6 + 3 + 2 ⇒ (1, 3) + 3 + 2 = 9


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Hmm. Thought I posed but do not see my post.

Earth blast: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 5 ⇒ (5) + 5 = 10


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

"Right, lads. Get in there an' take 'em down. I'll cut off their exit!"

Urist bolts forth, his stubby legs pushing him into a sprint. Throwing caution to the wind, he makes his way forth to set up a backline.

Urist takes the run action to position himself 45 feet to the south, at the square between the circular rock and the blue scorpion. Yep, losing his Dex bonus for that one extra square.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe begins another inspiration song, though this one completely in Sylvan. He had tapped his own Dwarven like song and decided it was best to move onto something Fae.

Tadaahhhh, enjoy that Inspired Courage lads!


Info | Battle Maps

Gonna assume Toulbe starts singing in the surprise round

Glor fires another earthen blast in rapid succesion. This one flies well overhead the scorpions' low profile.

Goggeck follows with a mighty charge, bringing his hammer down on the scorpion's grey carapace.

Hezekh charges alongside his fellow warrior and lands an uppercut. The (red) scorpion is looking like a hot mess.

Urist displays the renowned dwarven sprint and tries to cut off any sort of scorpion escape.

Now the (blue) retaliates against Goggeck, its tail swinging like a deadly whip.

Sting: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d4 ⇒ 1
Goggeck Fort: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

The stinger finds its way past Goggeck's armor, but barely knicks his flesh. 'Tis but a scratch, not nearly deep enough to inject its deadly toxin.

Round 1: Bold May Act
Glor
Goggeck (1 dmg)
Hezekh
Urist
Scorpion Blue (10 dmg)
Toulbe
Gunnar
Boomer
Scorpion Red (16 dmg)


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Cheers Toulbe! And tis but a scratch.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Boomer leveled his crossbow and took a shot at the scorpion facing off with Goggeck.

Attack, point blank, inspired: 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
Damage, point blank, inspired: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Male Human Magus (Jistkan Artificer) 6

Attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Hezekh punches at the wounded scorpion, but is unable to wound it. Darn distracting racket. What is that noise? he wonders to himself, as he hears high-pitched singing in a language he doesn't understand.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Touble continues to sing for now. The situation not really looking fire, he holds back his spells.


Info | Battle Maps

Boomer’s bolt finds its mark in the base of the (blue) scorpion’s tail. The giant vermin thrashes in pain. Meanwhile Toulbe continues his fey canto, keeping spirits high, as they should be.

Gunnar follows Hezekh’s charge with his own, finishing the (red) scorpion off with a ‘crunch!’ and a ‘splat!’. Bits of chiton and gooey ichor splatter across the rough hewn rock, as well as Hezekh and Gunnar.

One more scorpion to go, and it’s looking rough.

Hezekh, I folded your charge into Round 1 Initiative, do you want to use your latest post as Round 2 action? Not that it matters, really, these things are just about toast.

Round 2: Bold May Act
Glor
Goggeck (1 dmg)
Hezekh
Urist

Scorpion Blue (14 dmg)
Toulbe
Gunnar
Boomer
Scorpion Red (deader than dead)


Male Human Magus (Jistkan Artificer) 6

Sure, that’s fine.

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