Wardens of the Reborn Forge (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'.

...in which our adventurers are exploring Megator Facient - searching for the mastermind behind the sabotaged Brass Guardians that have rampaged within Alkenstar.

Party Health
Tychi 89/96 HP
Nike 99/99 HP
Figwidget 81/81HP
Lector Enteap 63/101HP
Casey Jayne 65/144HP

Wand of Cure Serious Wounds: 15 charges

Maps
Megator Facient

Scale = 1 square:5 feet


501 to 550 of 1,894 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi leans over and grabs Carran.

Str: 1d20 + 5 ⇒ (14) + 5 = 19 Should be enough to drag him along

Then Nike uses her action to move the whole group 30 ft back, away from the Gugs. Yes, she could move farther, but she wants to lure the gugs along


Encounter Map is Here

Image of the larger Gug is Here


The younger Gugs run after the retreating party...braying and barking in a bloodlust...it is as much as they can do to keep up with Nike.

No attacks from young Gugs

The Gug carrying the staff, raises it high and, intoning something entirely unintelligible, causes the moisture from the very walls of the tunnel to close in around Nike, Tychi and Carran. The fog created around them is grey, cloying and dank...

Gug casts Unholy Blight

The fog deals 5d8 ⇒ (1, 2, 2, 2, 7) = 14 damage and cause you to be sickened for 1d4 ⇒ 1 rounds. A successful Will save (DC18) reduces damage to half and negates the sickened effect.

The spell deals only half damage to creatures who are neither evil nor good (Carran), and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save (DC18)


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Will Save: 1d20 + 6 ⇒ (19) + 6 = 25
Serlek's Will Save: 1d20 + 4 ⇒ (14) + 4 = 18
4 damage to Carran and Serlek, not sickened

Assume Serlek is usual on Carran's shoulder unless specified otherwise or in immediate danger, when in danger he flies away quickly.

Carran will Withdraw back behind the trap as far as possbile.
Or if Nike is carrying him along, will delay until Nike has moved and take one shot at the Gugs when he's in safety.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Will Save Nike: 1d20 + 17 ⇒ (10) + 17 = 27
Will Save Tychi: 1d20 + 12 ⇒ (19) + 12 = 31

A will save? On a Unicorn Paladin? LOL!

Oh, and Tychi is dragging Carran by the scruff of his neck (his armor actually) and Nike is dragging both along.


Nike carries Tychi and, somewhat unceremoniously, Carran along the tunnel…away from the Gugs, not stopping until everyone is safely beyond the precariously held deadfall trap. Galloping on all fours, the Gugs pursue…

I have repositioned everyone on the map. Readied actions for before / when the Gugs pass underneath the trap?


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran will take a readie action to shoot a Gug when they pass along the trap.

Ranged Readied Attack, Deadly Aim, Favored enemy, Misfortune: 1d20 + 19 - 4 + 4 - 4 ⇒ (20) + 19 - 4 + 4 - 4 = 351d8 + 16 + 4 ⇒ (6) + 16 + 4 = 26

Crit Confirm: 1d20 + 19 - 4 + 4 - 4 ⇒ (6) + 19 - 4 + 4 - 4 = 212d8 + 32 + 8 ⇒ (6, 1) + 32 + 8 = 47


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

I will ready to take a 5' step and smack the first Gug that comes into range. My goal is to put myself in front of the rest of the party so that the creatures focus on me and they can move and engage as they see fit.


Assuming Figwidget's readied action is to drop the trap when the Gugs pass through and that Tychi is spending his action this round to hang on to Carran as they race down the tunnel

The juvenile Gugs race after the retreating party...closer and closer to the waiting trap...as they run, barking in excitement, the groups splits ...

1d4 ⇒ 3 Gugs in the leading group.

In the thrill of the hunt, the Gugs are not actively looking for hazards along the tunnel, (taking a -20 penalty to their perception against a DC of 27 to detect the trap)

Gug 1 Perception: 1d20 + 27 ⇒ (7) + 27 = 34, perception check failed
Gug 2 Perception: 1d20 + 27 ⇒ (20) + 27 = 47, perception check made
Gug 3 Perception: 1d20 + 27 ⇒ (3) + 27 = 30, perception check failed

Seeing it in the nick of time, one of the Gugs bays a warning to it's siblings...but it is too late. Figwidget releases the trap and the mass of broken metal falls upon two of the charging creatures.

Trap 'attacking' Gug 1 1d20 + 15 ⇒ (11) + 15 = 26, hitting for 10d6 ⇒ (2, 1, 5, 1, 5, 4, 3, 1, 1, 5) = 28 damage
Trap 'attacking' Gug 2 1d20 + 15 ⇒ (2) + 15 = 17, missing

Seeing his opportunity, Carran lets loose with an arrow, further wounding the Gug that had been caught in the trap.

GM Only:
Gug 1 on 3/97 HP, Gug 2 on 97/97 HP, Gug 3 on 97/97 HP, Gug 4 on 97/97 HP, Gug Savant on 127/127 HP

Major Luke Rand - You can move yourself on the map and roll for your readied attack

Everyone can take their turn now


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

looks like a love tap for #2.

Attack Roll: 1d20 + 22 ⇒ (4) + 22 = 26 If successful, attack also counts as a bull rush with same check result.

Damage Roll: 2d6 + 10 ⇒ (3, 6) + 10 = 19


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran will unleash a volley on Gug 1 if nobody blocks his shots, if someone does he'll 5-foot step and shoot at Gug 4 instead.

Ranged Attack, Rapid Shot, Manyshot, Favored Enemy, Misfortune, Tangling Attack on first two shots: 1d20 + 17 + 4 - 4 ⇒ (2) + 17 + 4 - 4 = 191d20 + 17 + 4 - 4 ⇒ (9) + 17 + 4 - 4 = 261d20 + 12 + 4 - 4 ⇒ (10) + 12 + 4 - 4 = 221d20 + 7 + 4 - 4 ⇒ (20) + 7 + 4 - 4 = 27

Crit Confirm: 1d20 + 7 + 4 - 4 ⇒ (17) + 7 + 4 - 4 = 24

Assuming that a 24 hits/confirms
Damage: 1d8 + 8 + 4 ⇒ (1) + 8 + 4 = 133d8 + 24 + 12 ⇒ (7, 6, 4) + 24 + 12 = 53

If the 22 hits when he's entangled
Damage: 1d8 + 8 ⇒ (8) + 8 = 16


M Gnome Alchemist (Mindchemist) / 14

"Nice, got 'em!" Figwidget exclaims, when the trap catches a couple of gugs. He quickly throws a bomb at the trapped gugs, hoping to finish them off.

I'm not entirely sure about the range, looking at the map, but I believe that it's a bit more than 20ft, so I'll charge a -2 range penalty. Add -4 for shooting through cover. Throwing at Gug #1; splash damage will also affect Gug #2. This is vs. touch ac:

1d20 + 7 ⇒ (5) + 7 = 12

If that hits, splash damage is 12hp; a DC22 Ref save reduces that to 6hp. The direct hit damage is 6d6 + 6 ⇒ (2, 4, 2, 1, 1, 1) + 6 = 17


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi and Nike turn, see that Carran and Luke are blocking them from reaching the gugs, and the two wait patiently for either an opening to attack, or for someone to need healing.

Can't reach the gugs, even with reach, from the positions on the map. So holding actions.


Major Luke Rand roars forward into the closest Gug, his shield catching the off balance creature, smashing bone and pushing it backwards...

Major Luke Rand - I have moved you with the Bull Rush. Move yourself backwards if you don't want to move with the Gug

Figwidget's bomb sails over everyone's head catching the most heavily injured Gug. Alchemical flames lick over the monstrosity and it finally succumbs to it's wounds.

Gug 2, Ref Save: 1d20 + 6 ⇒ (20) + 6 = 26, save made: 6 damage

With Gug 1 dying and Gug 2 being moved with a Bull Rush, Carran is probably better off attacking Gug 2.

Carran lets loose another flurry of arrows, this time hitting the nearest Gug twice.

The Critical is not confirmed so the 26 and the 27 are both standard hits...taking the unconfirmed critical as 7+8+4 for 19 damage.

Carran - the 27 hits whilst the Gug is entangled so does it take the further 16 damage?

GM Only:
Gug 1 = Dead, Gug 2 = 40/97 HP, Gug 3 = 97/97 HP, Gug 4 = 97/97HP, Gug Savant = 127/127 HP


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Actually I was asking you that Zed, the attack of 26 would hit and entangle him, would that lower his AC for the attacks still to come as well? If the 26 hits, then the 24 to confirm would hit as well seeing as they get -4 Dex when Entangled. The Gug wouldn't get hit for the 16 extra damage though, seeing as his AC is too high if a 24 would miss normally.


Carran - you are correct (I missed it on first review), the Critical is confirmed after the Gug is entangled...the Gug is still standing after that hit....but only just!!!!!

GM Only:
Gug 1 = Dead, Gug 2 = 6/97 HP, Gug 3 = 97/97 HP, Gug 4 = 97/97HP, Gug Savant = 127/127 HP


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Still can't reach anything, so holding still.


With Major Luke Rand bundling into Melee, the Gugs blindly fall upon him in a rage of teeth and claw....

Gug 1 attacking Major Luke Rand
Bite: 1d20 + 15 ⇒ (16) + 15 = 31, missing
Claw: 1d20 + 15 ⇒ (17) + 15 = 32, hitting for 1d4 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 15 ⇒ (20) + 15 = 35, critical threat
Confirming Critical, Claw: 1d20 + 15 ⇒ (8) + 15 = 23, critical not confirmed. Damage is 1d4 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 15 ⇒ (10) + 15 = 25, missing
Claw: 1d20 + 15 ⇒ (14) + 15 = 29, missing
Rend attack (auto hit) with 2 claw attacks hitting for a further 1d4 + 7 ⇒ (3) + 7 = 10

Gug 2 attacking Major Luke Rand
Bite: 1d20 + 15 ⇒ (11) + 15 = 26, missing
Claw: 1d20 + 15 ⇒ (11) + 15 = 26, missing
Claw: 1d20 + 15 ⇒ (15) + 15 = 30, missing
Claw: 1d20 + 15 ⇒ (9) + 15 = 24, missing
Claw: 1d20 + 15 ⇒ (17) + 15 = 32, hitting for 1d4 + 5 ⇒ (2) + 5 = 7

Gug 3 attacking Major Luke Rand
Bite: 1d20 + 15 ⇒ (15) + 15 = 30, missing
Claw: 1d20 + 15 ⇒ (18) + 15 = 33, hitting for 1d4 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 15 ⇒ (19) + 15 = 34, hitting for 1d4 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 15 ⇒ (1) + 15 = 16, missing
Claw: 1d20 + 15 ⇒ (16) + 15 = 31, missing
Rend attack (auto hit) with 2 claw attacks hitting for a further 1d4 + 7 ⇒ (1) + 7 = 8

At the same time as the young Gugs are mauling Major Luke Rand, the staff wielding Gug at the rear steps forward and, once more raising his staff aloft, barks alien words into the dark...immediately you experience a familiar yet unwelcome feeling, as moisture begins to dribble from the roof of the tunnel...and the rock above you turns to mud...and collapses down upon those at the rear of the party...

Transmute rock to mud cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 ⇒ (5, 1, 5, 4, 6, 2, 3, 2) = 28 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves (DC19)

Note that precious restrictions on movement, penalties to attack / AC from being in the mud apply here: a creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC.


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

As the attacks from the gugs come in, The Major's shield is everywhere, blocking the majority of the attacks, but the sheer number of them mean that some will still get through. After the hurricane of claws and bites, the major is still standing, and then chuckles and says "My turn."

flurrying into gug #2 until he drops, then will 5' diagonally into number 3 and finish my attacks on him:

Flurry of shield to face: 1d20 + 20 ⇒ (10) + 20 = 301d20 + 20 ⇒ (11) + 20 = 311d20 + 15 ⇒ (4) + 15 = 191d20 + 15 ⇒ (2) + 15 = 171d20 + 10 ⇒ (11) + 10 = 21

damage rolls: 2d6 + 10 ⇒ (3, 5) + 10 = 182d6 + 10 ⇒ (6, 3) + 10 = 192d6 + 10 ⇒ (4, 1) + 10 = 152d6 + 10 ⇒ (3, 5) + 10 = 182d6 + 10 ⇒ (2, 2) + 10 = 14


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Reflex Save: 1d20 + 12 ⇒ (6) + 12 = 18
Reflex Save Serkel: 1d20 + 9 ⇒ (17) + 9 = 26

Serkel takes half damage and then flies away from the mud, shaking it off as he goes.

Carran only grunts as he again is buried underneath a pile of earthen goo and curses as he steps out of the muddy mess. move action to get south of Luke after he attacked so he gets a clear shot on the Mage

"Alright you dirty Gug mage, try and do that again."

Carran readies his bow and aims for the mage, watching for any signs of him casting another spell.

Readied Ranged Attack, favored Enemy, Misfortune, Tangling Attack: 1d20 + 19 + 4 - 4 ⇒ (7) + 19 + 4 - 4 = 261d8 + 8 ⇒ (2) + 8 = 10 If it hits he's entangled, will he have to make two checks for concentration then?


M Gnome Alchemist (Mindchemist) / 14

"Gah, mud!" Figwidget cries, as he struggles to avoid the worst of the fall.

Reflex Save: 1d20 + 12 ⇒ (15) + 12 = 27

Although he avoids the worst of the damage, he's still covered again in mud. He pulls an infusion out of a pocket and drinks it. (Consuming the Fly infusion; this will let him fly for the next 12 minutes.) He then hovers up just enough over the mud. He won't be able to throw a bomb this turn, so he doesn't want to make himself too appealing of a target, but he gets his feet free so that he can move freely the next chance he gets.)

(With Figwidget's fly skill of 16, especially considering that the Fly spell gives you good maneuverability, he can automatically succeed on the DC15 check to hover.)


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Sorry, thought Tychi/Nike were beyond the mud already, and was just being patient since they can't do anything.

Assuming this is ok...

When the gug begins to cast, Tychi/Nike move farther back the cave, not wanting to give it a good fireball target.

Assuming that isn't ok...

Tychi Save: 1d20 + 10 ⇒ (11) + 10 = 21
Nike Save: 1d20 + 16 ⇒ (12) + 16 = 28 Both make saves, both take no damage, Evasion


Major Luke Rand retaliates against the relentless Gugs...smashing hard into the closest one, killing it stone dead and then moving up to the next target and hitting it once.

GM Only:
Gug 1 = dead, Gug 2 = dead, Gug 3 = 78/97 HP, Gug 4 = 97/97 HP, Gug Savant = 127/127 HP

Figwidget and Carran work themselves loose of the mud, the latter positioning himself to let fly if the Spellcaster attempts another attack... Meanwhile, Tychi and Nike, having the sense to realise they have been isolated from the combat, move backwards towards safety...

The juvenile Gugs continue to batter against Major Luke Rand, perhaps encouraged by landing a few blows.... this time they also heed the threat posed by Carran....

Gug 3 attacks Major Luke Rand
Bite: 1d20 + 15 ⇒ (3) + 15 = 18, missing
Claw: 1d20 + 15 ⇒ (14) + 15 = 29, missing
Claw: 1d20 + 15 ⇒ (18) + 15 = 33, hitting for 1d4 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 15 ⇒ (5) + 15 = 20, missing
Claw: 1d20 + 15 ⇒ (7) + 15 = 22, missing

Gug 4 attacks Major Luke Rand (1) and Carran (2)
Bite vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (10) + 15 = 25, missing
Claw vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (17) + 15 = 32, hitting for 1d4 + 5 ⇒ (1) + 5 = 6
Claw vs 1d2 ⇒ 1 (Major Luke Rand): 1d20 + 15 ⇒ (9) + 15 = 24, missing
Claw vs 1d2 ⇒ 1 (Major Luke Rand): 1d20 + 15 ⇒ (1) + 15 = 16, missing
Claw vs 1d2 ⇒ 1 (Major Luke Rand): 1d20 + 15 ⇒ (8) + 15 = 23, missing

The staff wielding Gug shouts something in an unintelligible dialect towards it's compatriots and, once more, raises the staff towards the roof of the tunnel...this is enough to provoke Carran to let an arrow fly...hitting the Gug in the shoulder.

I'm not sure that the Gug would have to make two concentration checks...but will play it that it does...

Concentration Check for taking damage whilst Spellcasting (DC22): 1d20 + 14 ⇒ (17) + 14 = 31, success
Concentration Check for being Entangled whilst Spellcasting (DC17): 1d20 + 14 ⇒ (19) + 14 = 33, success

...and, somehow, the fourteen feet high creature...disappears....

GM Only:
Gug Stealth Check: 1d20 + 35 ⇒ (8) + 35 = 43

Gug 1 = dead, Gug 2 = dead, Gug 3 = 78/97 HP, Gug 4 = 97/97 HP, Gug Savant = 117/127 HP

Major Luke Rand Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Tychi Perception: 1d20 + 26 ⇒ (8) + 26 = 34
Carran Perception: 1d20 + 20 ⇒ (14) + 20 = 34
Figwidget Perception: 1d20 + 17 ⇒ (1) + 17 = 18
Nike Perception: 1d20 + 16 ⇒ (8) + 16 = 24
Serlek Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Everyone can take their turn now...


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

I'm guessing from their position Carran can 5-foot step out of their reach and still fire his bow without provoking AoO's right?

Carran steps to the side so either Figwidget or Tychi has an opening to fire or walk in if they want, he then raises his bow again and fires arrows into the most right of the two still standing Gugs.
"Open wide little monster, I'll pay you back that claw arrow by arrow."

5-foot step south and full-attack

Ranged Attack, Firing into Melee, Favored Enemy, Misfortune, Rapid Shot, Manyshot: 1d20 + 17 - 4 + 4 - 4 ⇒ (6) + 17 - 4 + 4 - 4 = 191d20 + 17 - 4 + 4 - 4 ⇒ (1) + 17 - 4 + 4 - 4 = 141d20 + 12 - 4 + 4 - 4 ⇒ (6) + 12 - 4 + 4 - 4 = 141d20 + 7 - 4 + 4 - 4 ⇒ (12) + 7 - 4 + 4 - 4 = 15

All miss


M Gnome Alchemist (Mindchemist) / 14

"Whu...?" Figwidget exclaims when the staff-wielding Gug disappears. He tries to identify the spell the Gug cast, to see if it was an Invisibility spell (Spellcraft: 1d20 + 21 ⇒ (15) + 21 = 36).

He pulls another extract out of a vest pocket and consumes it. (Drinking his See Invisibility extract, so he'll be able to see the invisible Gug... if it's still there!)


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

quick upkeep note: I've taken 67 points of damage, so if figwidget could toss me a heal infusion when he gets a chance that would be good.

Luke continues his advancing offensive, attacking the closest creature then moving forward to attack it's companion.

Flurry of Shield: 1d20 + 20 ⇒ (12) + 20 = 321d20 + 20 ⇒ (1) + 20 = 211d20 + 15 ⇒ (18) + 15 = 331d20 + 15 ⇒ (18) + 15 = 331d20 + 10 ⇒ (4) + 10 = 14

damage rolls: 2d6 + 10 ⇒ (5, 3) + 10 = 182d6 + 10 ⇒ (6, 4) + 10 = 202d6 + 10 ⇒ (4, 3) + 10 = 172d6 + 10 ⇒ (3, 4) + 10 = 17 I'm ignoring the natural 1 that I rolled in my attack sequence


Assuming Tychi and Nike are remaining out of combat - will Retcon any actions that are posted for either (if needed)

Figwidget:
The Gug was casting an invisibility spell and, at the limit of what you can see in the dim, you spy the shadowy outline of the Entangled Gug retreating along the tunnel

Whilst Carran's attacks are wild, his curse of misfortune diverting his aim, Major Luke Rand lands three blows on one of the Gugs...it is bloodied and battered under the relentless beating, it's attacks too wild... Meanwhile, it's sibling manages to find a gap in the defences of Major Luke Rand and of Carran.

Gug 3 attacks Major Luke Rand
Bite: 1d20 + 15 ⇒ (16) + 15 = 31, missing
Claw: 1d20 + 15 ⇒ (14) + 15 = 29, missing
Claw: 1d20 + 15 ⇒ (8) + 15 = 23, missing
Claw: 1d20 + 15 ⇒ (10) + 15 = 25, missing
Claw: 1d20 + 15 ⇒ (4) + 15 = 19, missing

Gug 4 attacks Major Luke Rand (1) and Carran (2)
Bite vs 1d2 ⇒ 1 (Major Luke Rand): 1d20 + 15 ⇒ (17) + 15 = 32, hitting for 1d6 + 5 ⇒ (3) + 5 = 8
Claw vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (1) + 15 = 16, missing
Claw vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (18) + 15 = 33, hitting for 1d4 + 5 ⇒ (2) + 5 = 7
Claw vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (9) + 15 = 24, missing
Claw vs 1d2 ⇒ 2 (Carran): 1d20 + 15 ⇒ (7) + 15 = 22, missing

GM Only:
Gug 1 = dead, Gug 2 = dead, Gug 3 = 20/97 HP, Gug 4 = 97/97 HP, Gug Savant = 117/127 HP

Everyone may take their turn now


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Second verse, same as the first!

As the creature leans down and bites him, Luke says "Hey! your mouth shouldn't be on the top of your head!" He will then proceed to beat it mightily, stepping up to it's brother/cousin/podmate if he defeats his current target.

Flurry of Shield: 1d20 + 20 ⇒ (1) + 20 = 211d20 + 20 ⇒ (19) + 20 = 391d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (17) + 15 = 321d20 + 10 ⇒ (14) + 10 = 24

damage rolls: 2d6 + 10 ⇒ (6, 5) + 10 = 212d6 + 10 ⇒ (6, 1) + 10 = 172d6 + 10 ⇒ (3, 5) + 10 = 182d6 + 10 ⇒ (4, 4) + 10 = 18 once again, not rolling damage for the 1 on my primary attack.


Major Luke Rand's continued flurry finally brings results with a third Gug falling to the floor...

GM Only:
Gug 1 - 3 = Dead, Gug 4 = 79/97 HP, Gug Savant = 117/127 HP


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

We're here, just blocked from joining.


M Gnome Alchemist (Mindchemist) / 14

"Staff Gug is retreating down the hallway, invisible!" Figwidget calls out to the ohters.

He flies forward as far as he can without getting entangled in the Major Luke/Gug fight in front of him. (Each square on the map is 10 feet, correct?)

If, at this range, he's within forty feet of the retreating gug, he'll throw a bomb at it.

He only throws the bomb if he's within forty feet. That will be -2 for range, -4 for throwing past the melee in front of him. Including that here: Bomb throw: 1d20 + 6 ⇒ (12) + 6 = 18 Damage if hits: 6d6 + 6 ⇒ (4, 1, 1, 3, 6, 1) + 6 = 22


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Can he really attack for more than 10 feet? As it looks on the map I didn't think I was in melee range. I took the damage, but it's more that I didn't and don't take AoO's for firing my bow.

If I am in melee range of the Gug.

Carran takes another step south and readies an attack if the Gug moves to him.

Ranged Attack, Favored Enemy, Shooting into Melee, Misfortune: 1d20 + 19 + 4 - 4 - 4 ⇒ (7) + 19 + 4 - 4 - 4 = 221d8 + 8 ⇒ (3) + 8 = 11


Carran - the Gug has 15 foot reach (and took a five foot step up to Major Luke Rand) so you are in melee range. Having said that, with the Major up in it's face, I have assumed it is too preoccupied to take AoO when you have made ranged attacks

Figwidget's bomb sails over the heads of Carran and Major Luke Rand, apparently thrown in hope, until it shatters in thin air...the resulting sparks and embers outlining the towering Gug retreating away from you.

GM Only:
Gug 1 - 3 = Dead, Gug 4 = 79/97 HP, Gug Savant = 95/127 HP

The last remaining Gug stands amongst it's fallen siblings and, taking a brief glance back up the tunnel, drops to it's knees...it's inky black eyes flitting between Carran and Major Luke Rand...soft mewling noises coming from it's perversely positioned mouth...


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"Very well monster. I accept your surrender." Turning to the rest of the party, he asks "Does anyone have any rope or manacles?"

I just realized that I don't have manacles. I think I just forgot to buy some.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

"I've got a long piece of silk rope you could use Luke. How much do you need?"

Got 100ft of silk rope in my pack

"Though I'd rather not keep this thing tied up behind us with that spellcasting Gug still on the loose. This creature might come back and bite us in the back, literally."


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

[b]"I don't know about that. He surrendered with the intent that we wouldn't slit his throat, and I respect the sense of self necessary to not fight to the death. besides, maybe it will reflect on all the decisions that brought it to this point, and change it's actions I the future; perhaps, even, it may have been forced into engaging us."


The Gug makes little attempt to resist being bound although it takes a significant length of rope to securely tie all of it's arms and forearms… Rendered immobile, the creature slumps against the side of the tunnel and sits there, a low keening noise coming from it's upturned mouth…

There is no sign of the other Gug returning…

Figwidget:
The invisibility spell could, dependent upon the competency of the caster, last for several minutes. With your See Invisibility extract imbibed, you can't see the Gug within the tunnel…wherever it retreated to, it is beyond the range of your light

What are your plans now? Moving back along the eastern tunnel to where the Gugs were lured from? Investigating the side tunnel with the steps leading to the metallic legs (where the clockwork spy went)? Or retracing steps?


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi waits for the magic that made the mud to end, then he and Nike move forward. "Well well, it appears the big one left the small one, that's a shame." He shakes his head. "Well, shall we continue searching the mines, or check the steps?"


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"We should probably go find the one that ran. The invisible one."


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

"Agreed, though I could use some healing again. A ton of mud still hits like a ton of rocks if you can't get out of the way."

Carran says looking at his bruises and his cuts again.
"I'll stay at the back for now."


M Gnome Alchemist (Mindchemist) / 14

Figwidget says, "I'll chase a bit further to see if I can find the invisible one!" as he continues flying down the hall. He pulls out his ioun torch and sets it orbiting about his head to provide himself with light. He'll go another 120ft down the hall to see if he can find the fleeing Gug before coming back to his companions.


Flying down the tunnel, ignoring the side tunnel with the stairs leading to the metallic legs, Figwidget moves back towards the position from which the nest of Gugs was successfully baited.

From his position, there are several directions in which you could proceed...to the north, you can see that the rail tracks lead in various directions as the tunnel opens up into a large cave. Behind you a small tunnel leads to the west and then turns from view... To the south, there is a tunnel that disappears into darkness....

And, directly ahead, the Gug nest...yet, of the invisible Gug, there is no sign...

Figwidget Perception: 1d20 + 17 ⇒ (18) + 17 = 35

Figwidget:
In amongst all of the broken rock and rubble on the ground leading into the western tunnel, there are several unpleasant looking maggots... these are the same Rot Grubs that you discovered in the Clockwork Spy

It would be useful if everyone could state their current HP, I haven't been tracking it to date and I was wondering whether it would be useful for us to have a central location (campaign tab and/or top of gameplay page with the maps) where I tabulate your HP. That way everyone has visibility on the relative health of each other. Thoughts?


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

I'm at 55/130 hp


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Tychi and Nike are at full HP
Tychi -> 84/84
Nike -> 102/78

Nike taps Carran on the shoulder with her horn. Blue sparks leap between the two.

Cure Moderate: 2d8 + 9 ⇒ (2, 6) + 9 = 17

Then she continues to hold the horn against him, and more blue sparks leap.

Cure Light: 1d8 + 5 ⇒ (5) + 5 = 10
Cure Light: 1d8 + 5 ⇒ (3) + 5 = 8 That's +35 to Carran

Then she taps Luke on the shoulder with her horn.

Cure Light: 1d8 + 5 ⇒ (8) + 5 = 13
Lay on Horn: 1d6 ⇒ 4
Lay on Horn: 1d6 ⇒ 2
Lay on Horn: 1d6 ⇒ 4 That's +23 to Luke

Nike reserves 4 lay on horns for emergencies later in the day


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Now at 54 hp again, I should stay out of trouble...


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

I should be fine. It was all chip damage anyway.

"Thank you Nike."


Major Luke Rand, Carran and Tychi - ahead of you, Figwidget hovers at the junction in the tunnel…considering which way to proceed. Importantly, he appears to be completely safe…no-one or nothing attacks him whilst he surveys the area.

Suggesting that, to move things along, you join him (note that I have updated the map to show a little more than was previously revealed when Tychi / Carran baited the Gugs)…you can obviously read the 'Figwidget' spoiler upon joining him


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Luke will move up to join figwidget. Just not as quickly, as I have to walk.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Nike and Tychi trot up as well, as long as the cavern size permits it.

Perception Nike: 1d20 + 13 ⇒ (12) + 13 = 25
Perception Tychi: 1d20 + 26 ⇒ (18) + 26 = 44


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran follows Luke, Tychi and Nike after Figwidget.

Joining shoulders with Luke he waits for what Figwidget has to report, Serlek flies close behind him, trying to keep out of any trouble for the moment.

501 to 550 of 1,894 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Wardens of the Reborn Forge All Messageboards

Want to post a reply? Sign in.