The Scorched Lands (Inactive)

Game Master wicked_raygun

A Pathfinder Western-styled, Steampunk Adventure.
The Ambush Map


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Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

P.S. - I can only heal within a 30' radius, so everyone please make sure you're placed on the map accurately...thanks!


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland:
hp 16/16; AC 15/12T/13FF; CMD 11
+2F/+2R/+2W
Gizmo:
hp 19/19; AC 20 (16)/12T/18FF; CMD 17
+4F/+5R/+0W

Leland moves up to Gizmo and casts Mage Armour, "Take it down.

Gizmo advances past the creature, to flank with Mal and attacks:

Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18 Maybe an AoO

Bite: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage?: 1d6 + 5 ⇒ (3) + 5 = 8


Gizmo stumbles but still manages to evade the monster.

Claw: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

It then howls as Gizmo takes a piece of its arm.

Ben is up. Bukaru is on standby for heals.


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Ben is still inside, running around looking for the girl so he can take the monster's leverage away. Any luck there?


Ben doesn't find a rear entrance.

If you'd like you can perform another action.


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Oh, I thought he was already inside, following through the hole Gizmo made? Can he break a window and jump/climb through?


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

I thought Gizmo went around the building, but it also doesn't seem below Ben's standards to go in via a window.


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Damn, you're right. So, the window?
Also, that map is confusing the hell out of me. I thought there was a door in the square south of Ben. I guess his Perception/Stealth rolls weren't that great after all.


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Gizmo has a base move of 40', so it double moved around the house on its first turn.


Sure, I'll buy a window. Next round you can come in from beyond.

The doppelganger attacks Gizmo.

Claws: 1d20 + 8 ⇒ (10) + 8 = 18
Damage : 1d8 + 4 ⇒ (2) + 4 = 6

Claws: 1d20 + 8 ⇒ (19) + 8 = 27
Damage : 1d8 + 4 ⇒ (5) + 4 = 9

Okay, everybody is up.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Mal grumbles as she slams another cartridge into her gun, before firing at the creature (and missing) for a third time.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

I don't suppose I could use my previous Stealth roll on breaking the window? Or the Perception roll to find the girl? *g*

Having smashed the window with his leather-protected elbow, Ben grabbed the upper sill, hopped in through the frame and went looking for the little girl in a damn hurry.


Ben lands in what looks like an immaculately clean little girl's room. Remembering what McCady had told them he kicks over the small bed and finds a door with locks and chains on the floor, leading -- Gods only knew where.

Leland, Gizmo, and Bukaru are up. Gizmo took a licking but is still ticking.


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

Sticking around here, in case anyone in the fight gets hurt, because for some reason - almost like a dim and distant memory from a dream - I just feel like this thing *could* do an awful lot of damage if it wanted to... :)


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland:
hp 16/16; AC 15/12T/13FF; CMD 11
+2F/+2R/+2W
Gizmo:
hp 10/19; AC 20 (16)/12T/18FF; CMD 17
+4F/+5R/+0W

Leland stays out of the fray, but Giz lets loose:

Assuming flank with Mal from map.
Claw 1: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Claw 2: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage?: 1d4 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage?: 1d6 + 5 ⇒ (2) + 5 = 7


The creature howls in agony but manages to attack Gizmo again.

Claw: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Claw: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Gizmo takes a heavy rake to its metallic face.

Everyone is up again.


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland
hp 16/16; AC 15/12T/13FF; CMD 11
+2F/+2R/+2W
Gizmo:
hp 5/19; AC 20 (16)/12T/18FF; CMD 17
+4F/+5R/+0W

Gizmo's side plate tears open and oily hydrollic fluid spurts out. With an unwholesome sounding grinding of gears it attacks again:

Claw 1: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Claw 1: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage?: 1d4 + 5 ⇒ (1) + 5 = 6
Claw 1: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

With a desperate cry the creature is rend asunder by Gizmo's claws.

Combat over. And it looks like Gizmo could use a divine pick-me-up.

-Posted with Wayfinder


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Is there a way to smash, lever or jimmy open the locks? Otherwise I hope the creature either carried its keys on it, or left them somewhere we can find them...
What was the girl's name again?

Perception to look for keys: 1d20 + 10 ⇒ (7) + 10 = 17
Strength?: 1d20 ⇒ 3 Dammit!
Dexterity?: 1d20 + 3 ⇒ (12) + 3 = 15


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

I'd be glad to help if I could, but it's been my understanding that Heal and Channel Energy don't affect mechanical things and constructs, that something more like Make Whole is required?


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Gizmo is an eidolon and as such is not actually a construct. He - assuming he's male - heals like any other PC.

By the way, my monitor died, so I won't be doing a long post until I can get it replaced. Hopefully today.

Leland and Bukaru find a key hanging around the creature's neck.

-Posted with Wayfinder


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

Channel Energy: 1d6 ⇒ 6 HP for Gizmo.

Ray, what's your take on the "Add +1/3 to the amount of damage healed when using Channel Energy" for being a Half-Elf? The wording is unclear - is that per casting (if I roll a 3 I do 4 HP) or per die (when I get to 3d6 I instead always roll 4d6)?

Taking the key inside and looking for Ben.


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Ben met Bukaru coming in on his way out. Spotting that she had the key, he simply motioned for her to follow him and led her to the girl's glass-strewn bedroom.

Once the locks were dealt with, he hauled open the trapdoor, then knelt to peer inside. Locked up like a ham in a pantry, he thought with bubbling rage.

"Miss McCady? You in there? Come take my hand, girl. We're getting you out of here."


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

When Ben's eyes adjust to the dim light, he realizes that the hole is actually a tunnel that stretches on farther than he can see in the darkness.

Bukaru, let me get back to you on the healing question. I need time to look it up.

-Posted with Wayfinder


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Realizing that the girl wasn't there, Ben grunted and lowered himself into the tunnel. "Damnit, you need eyes like a dwarf to see down here. You got a light on you, Buckaroo?"

Assuming we get some kind of light - maybe there's a lantern in her room?:

Ben hurried down the tunnel, not bothering to try to stay quiet. The light would warn anyone he was coming anyway, and he had to get the girl before anything even nastier could happen to her. He kept one hand on his gun as he went, though, and his sharp green eyes peeled for trouble.


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

As she quickly lights her hooded lantern, Bukaru calls over her shoulder to the others "There's a tunnel under the girl's bed, please follow us!" and follows Ben into the tunnel.

Keeping pace with Ben she says "Ben, why would there be a *tunnel* under the doctor's house?"


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

"Less'n McCady's a smuggler of some kind, I 'spect the critter made it. Seems likely, what with it endin' under the girl's bed. Could be there's a whole nest of 'em." The contained anger in his voice was reflected in his expression. "Shooter willin', there won't be when we bring her back."


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Mal follows the others to the tunnel, an expression of both concern and annoyance across her face. "Monsters under the bed." she mutters.


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland casts Lesser rejuvenate eidolon

HP: 1d10 + 1 ⇒ (8) + 1 = 9 Back to full

"If there is a tunnel, let Gizmo take the lead, it can see in the dark."

If there are no objections, Gizmo will activate silent running mode and go into the tunnel to investigate.

Stealth: 1d20 + 7 ⇒ (9) + 7 = 16


Now would be a good time for some Eidolon healing. Bigger post coming tomorrow.


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Gizmo is back to full between the channel and the the spell. If you include life-link, he has at least 35 hp available, so I hope he'l be ok.


Oops! Missed the healing post. My apologies.

And, yes, the group does find a lantern and lights it.

The tunnel extends on and on for quite a while. At first it appears to be roughly hewn stone, but after about 40 feet the walls smoothen out. After nearly a 100 feet of a tunnel that gently slopes down, you begin to hear what sounds like heavy steam-powered machinery.

You also hear some voices shouting over the machines. But the words or even the language are impossible to make out.

The machinery is mostly covering your approach. But there is no natural lighting in the tunnel. If you get any closer, the will see your light. You can talk to each other where you are without any real danger of being heard.


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

"Leland, can you communicate with your...creature? Can it scout ahead and tell you what it sees?"


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

I take it there's no light at all farther down, even if we step away from the lantern to look?

Ben's face had grown progressively darker as they made their way deeper into the strange tunnel, but he nodded at Bukaru's suggestion. "If it's more of them things, and they really do read minds, they'll have trouble reading the "mind" of your contraption. If it can stay out of sight, Buckaroo's idea is a good one." He looked around at the smooth-cut walls and shook his head. "Whatever's goin' on here, it's bigger than McCady knew. Just you see if your thingamajig can find the girl."


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Mal nods in agreement, her face betraying considerable concern about the sounds from within the tunnel. "Reckon," she mumbles. "This was locked from the outside. Ain't no tellin' what may be kept in here, prisoner or otherwise."


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

"I can, albeit briefly. Let's see what we can do."

Leland sends Gizmo to investigate.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

Leland gives the contraption and few moments to get into position and then activates his connection with Gizmo, to see what can be seen (bond senses)


Benjamin Alderly Dalton wrote:
I take it there's no light at all farther down, even if we step away from the lantern to look?

Correct. No light further down the tunnel. You could step away to look, but you'll need Darkvision. Luckily, you have Gizmo.

Gizmo slinks away much quieter than one might imagine a machine to be able.

Gizmo Perception: 1d20 + 5 ⇒ (9) + 5 = 14

GM Rolls:

4d20 ⇒ (18, 17, 11, 15) = 61

Gizmo remains undetected as it notices 3 small, bald creatures toiling away at a machine. They are feeding coal into some sort of device. There appears to be some sort of magical darkness obscuring the machine even from Gizmo's senses.

The small creatures are harried by a vicious looking medium-sized creature with a whip.

K. Local, or Dungeoneering DC 16:

The small creatures are Svirfneblin. Distant cousins of the gnomes.

K. Local DC 12:

The creature with a whip is a hobgoblin.


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

Assuming Leland passes on that info, asking Leland (aka Ray) : "Can Gizmo see any other exits from that room?"

To everyone : "Since it looks like they're prisoners, do you suppose the small bald creatures would help us take down the guy with the whip?"


Gizmo sees a door and 2 other tunnels. The room itself is roughly 50 by 50 feet, but with machinery everywhere, making terrain difficult in some places, if not outright impassable.

The ceiling is about 20 feet up and covered with stalactites and what look to be ventilation shafts.

31 years old, with a bachelor's degree and I still had to Google the difference between stalactites and stalagmites.

-Posted with Wayfinder


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

I'm just a couple years behind you in age and I have to look that up every damn time. It's making my two "Throne of Night" games an exercise in stupidity.

Kn Local: 1d20 + 6 ⇒ (1) + 6 = 7
Kn Local: 1d20 + 6 ⇒ (4) + 6 = 10

Speaking of stupidity...

"Ain't like no creatures I ever heard of." Mal mutters, hating that she has to be cautious. "Seems possible that the little ones could be of use. Reckon we'd have to unleash Perdition on the big one. Long as the the small critters are more scared of them than us, ain't like to help any."


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

"Could have Gizmo get the drop on the guy with the whip and we can run in for support. It seems a waste to lose the element of surprise."


half-elf gunslinger 3 HPs: 22 - AC: 18|14|14 - For:+3 | Ref:+7 | Wil:+6 - Per:+11 Init:+3

Know:local #1: 1d20 + 5 ⇒ (10) + 5 = 15
Know:local #2: 1d20 + 5 ⇒ (16) + 5 = 21

"Looks like a hobgoblin. Tough bastard. Even if your Gizmo there don't hurt him, so long as he's distracted the rest of us might be able to get the drop on him," Ben mused. "Them there little fellas might join in if there ain't no more of the big boy there down here, but chances are they'll just run."

He drew his strange-looking refurbished gun with the certainty of death in his eyes. "Either way, big boy there is goin' down. You all jump him, and I'll..." He glanced cooly at Mal, his eyes lingering a moment on her pistol. "Me an' Mal will step in once we got his attention. Blow him clean to Kingdom Come."


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

So, sending in Gizmo first (for 1 exchange of blows by itself?), then the gunslingers follow. I'll stay in the rear, but close enough to keep everyone within healing range and provide light with my lantern.

Ray, do we have a new map?

I learned this as a kid : "stalagTITES stick TIGHT to the ceiling" :)


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Gizmo has pounce, so with some good rolls he might even be able to drop the hobgob on the first round.


Okay, if you guys are decided, then go ahead and make your attack check Leland. I'll try and get the map up later today. I might even have it within the hour.

This will count as your surprise round, essentially.


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland
hp 16/16; AC 15/12T/13FF; CMD 11
+2F/+2R/+2W
Gizmo:
hp 19/19; AC (18) 20 (16)/12T/18FF; CMD 17
+4F/+5R/+0W
charged, mage armour

Init: 1d20 + 4 ⇒ (19) + 4 = 23

At Leland's mental urging, Gizmo bursts out of hiding and charges the hobgob:

Bite: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Claw 1: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage?: 1d4 + 5 ⇒ (2) + 5 = 7
Claw 2: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage?: 1d4 + 5 ⇒ (3) + 5 = 8


The Hobgoblin howls as he is ripped into by Gizmo's powerful claws. But he doesn't go down. Instead he yells out, "Varmints! We gots varmints!"

Initiative:

Benjamin Dalton Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Bukaru Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Leland Hopkins Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Mallory Lewis Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Hobgoblin Initiative: 1d20 + 4 ⇒ (14) + 4 = 18

Mallory Lewis Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Leland Hopkins Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Hobgoblin Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Benjamin Dalton Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Bukaru Initiative: 1d20 + 0 ⇒ (6) + 0 = 6

Mallory and Leland are up.


Female Half-elf Cleric/2
Quick Stats:
HP 25/25; AC 17 | T 10 | FF 17, CMD 10; Fort +6 | Ref +2 | Will +6 (+2 vs. enchant,charm,compulsion); Init +0; Percept +5|LLV; Mv:20

Wait a minute, we're not the "varmints", they are! :)


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Following immediately after Gizmo, Mallory leaps out around the corner without waiting for Ben, her gun already firing as she clears the corner.

Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Halfling Swashbucker(Mouser) 1, hp 12/12, AC 20(T15/FF16) CMD 14, Init +4, Perc +7, F+3/R+7/W+2 Panche 3/3

Leland
hp 16/16; AC 15/12T/13FF; CMD 11
+2F/+2R/+2W
Gizmo:
hp 19/19; AC 20 (16)/12T/18FF; CMD 17
+4F/+5R/+0W
mage armour

Leland will hang out in the shadows and Gizmo will attack:

Claw 1: 1d20 + 4 ⇒ (17) + 4 = 21
Damage?: 1d4 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 4 ⇒ (6) + 4 = 10
Claw Bite: 1d20 + 4 ⇒ (14) + 4 = 18
Damage?: 1d4 + 5 ⇒ (2) + 5 = 7

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