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


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Male Human Cleric 14 | 60/101

*Sweats nervously as he casts an evil spell in front of Nike*


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Not willing to chase after the undead by himself, Casey returns to the others. "Well, I thought I had him. He's a bit tougher than I thought. Don't matter none though, I'm sure we'll be seeing that one again."


M Gnome Alchemist (Mindchemist) / 14

Figwidget nods. "And that priest of Brigh. I wonder what she's doing here? The corruption of the clockwork guardians, trying to stage a coup in Alkenstar.... these are a corruption of the teachings of the Whisper in Bronze."

He looks around the area to see if the defeated enemies left anything behind, or if there are any more useful clues.

Take 10 on Perception for a result of 29.


With the final gunslinger having retreated and no sign of the priestess of Brigh returning, the party finally have a moment to heal themselves and to quietly explore….

To the north of the large room, a set of steps leads upwards to the ramparts that encircle the facility – ramparts that failed to hold back Lector as he manipulated stone and ramparts that provided no obstacle to the clockwork snails that slid up and over them …and to their eventual destruction…

A set of double doors leads out to the courtyard where the deafening sound of the conveyors is replaced by the roaring waterfall – whilst a set of double doors heading westwards is, as yet, unexplored…

In the main room itself, there are two doors in the western wall…

…and, to the south, where one of the ratfolk and the gunslinger escaped to… smoke, steam and sweltering heat…

Exploring the room itself, there aren’t many clues about what is happening here… nothing is on the conveyor presently and the escaping cleric has left nothing behind to indicate why she was involved in the activities here. You do however note that the pistols wielded by the undead gunslinger who was slain do carry the insignia of the Shieldmarshalls of Alkenstar…


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 examines the pistols, as well as the thing the cleric was working on. "Mr. Figwidget-Presumed-Real-and-Not-Not. The woman was working on this when I scouted. Perhaps you can tell what it is."

Looking at the companions. "West or south?" He looks to see who wants the pistols, and if nobody takes them, he puts them in Nike's saddlebag as evidence.


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)

LOH, Nike: 2d6 ⇒ (3, 6) = 9


M Gnome Alchemist (Mindchemist) / 14

Figwidget, without commenting on the mode of address, will nod to Tychi and will investigate the thing the cleric was working on. Take 10 on either Knowledge (Engineering) or Craft (Clockwork) for a result of 41. Yes, especially at high levels, a Mindchemist's Knowledge skills get out of control. :)

He'll hand the guns over to Casey Jayne, knowing the gunslinger is the expert on these. "Do you suppose that the undead we fought were once actual legitimate shieldmarshals, now raised as undead? Or are they planning on slipping in and replacing the real shieldmarshals? I suspect both is true, myself."


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"I'd say we go west." Then turning to the gnome, "I'd have to agree, pardner. More 'n likely, it's both."


Male Human Cleric 14 | 60/101

"West sounds good."


Figwidget - the panel that the cleric was working on seems to control the conveyors, the waterfall and a number of savage looking pieces of cutting machinery that lower down onto the conveyor area...

Moving to the west, the group push open the double doors to find a peculiarly laid out room - scraps of food, ragged clothing and rubbish are piled in one of the corners whilst in another, a number of beds appear to have been smashed together to form some kind of an oversized sleeping pallet.

Rucked up in the bedclothes is an intricately manufactured musket... The care and attention in it's construction seemingly lost on whoever discarded it here - a sigil is stamped into the hilt; a lavish 'S' encircled by flames.

Knowledge (nobility) DC20:
This is the insignia of the powerful Sultur family from Alkenstar - Aredil Sultur, one of Alkenstars' ministers, is an entrepeneur, a distinguished engineer and known critic of the Guild of Brass.


Male Human Cleric 14 | 60/101

"This must be where the the workers sleep. And eat apparently. What poor conditions." He picks up the musket and offers it to Casey. "Mean anything to you?"

Does detect magic pick up anything off of the musket or the rest of the room?


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Casey takes the gun and examines it. Shaking his head, "No idea. Fine lookin' gun though, I gotta say. Hard to believe someone left her behind."


Lector – the weapon seems to have a reasonably strong transmutation aura around it but nothing else in the room seems to be magical.

As Casey picks it up and turns it over in his hands, he confirms that it is indeed a fine firearm…a +2 Lucky Musket

There is nothing else of interest in this room and the exits merely lead you back to the large room with the conveyors…

Where next? Out into the courtyard? Any of the other western doors? Down to the south into the steam and smoke? Something else?


M Gnome Alchemist (Mindchemist) / 14

Figwidget says, "I recognize that sigil -- it's the insignia of the Sultur family. Aredil Sultur is one of Alkenstar's ministers. He's quite a good engineer, but he's a known critic of the Guild of Brass. I'm not sure this implicates him; it could well have been stolen from him or from somebody in his family."


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 have already been outside. I saw little to the south, but only got a glimpse. I suggest we confirm the steamy room to the south has no enemies, then move through the doors to the west. I suspect they will have dug in a defensive position there by now, and perhaps letting them wait will lower their readyness?"


Male Human Cleric 14 | 60/101

"I agree Tychi. If nobody is in need of healing, let us move on."


Before investigating the doors to the west, the group decide to confirm that nothing is lurking in the southern room where the steam and smoke fills the air - as they approach the area where the undead gunslinger fled to, the cacophony of noise becomes almost deafening whilst the temperature becomes sweltering...

...the hope that the room was uninhabited proves to be a disappointment for there are several shapes moving within the smoke...and, as the machinery suddenly crashes to a halt, the steam is exhausted away to reveal more gnolls - and, marshalling them from the rear, a humanoid shrouded in flame...

...a clicking of pistols being loaded tells you that the gunslinger is also lurking here...

Initiative for Party / Enemy

Tychi: 1d20 + 13 ⇒ (14) + 13 = 27
Casey Jayne: 1d20 + 9 ⇒ (19) + 9 = 28
Nike: 1d20 + 5 ⇒ (9) + 5 = 14
Lector Enteap: 1d20 + 5 ⇒ (3) + 5 = 8
Figwidget: 1d20 + 1 ⇒ (8) + 1 = 9

Pale Stranger: 1d20 + 9 ⇒ (12) + 9 = 21
Azer: 1d20 + 4 ⇒ (14) + 4 = 18
Gnolls: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative order
Casey Jayne, Tychi / Nike then
Pale Stranger, Azer then
Figwidget, Lector Enteap then
Gnolls

Casey Jayne and Tychi / Nike may act now


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)

With a piercing whistle, Nike charges the closer Gnoll. 1

Powerful Charge: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 4d6 + 12 ⇒ (5, 1, 5, 3) + 12 = 26 + Acid: 1d6 ⇒ 6

Tychi meanwhile swings his whip. I assume on a surprise round, even with his feat that let's him do a full attack on the end of a charge, he can't full attack, given it's surprise round

2H Attack: 1d20 + 22 ⇒ (2) + 22 = 24 Not this $#*#$& again
Damage: 1d8 + 14 ⇒ (1) + 14 = 15


Tychi - as there wasn't any sneaking or stealth... Plus your foes knew you were in the facility, there is NO surprise round... This is a normal round so feel free to Full Attack


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Casey follows behind the magical beast and the monk, taking aim at the nearest gnoll.

Moved 30'; Attack gnoll #3

vs. Touch
+4 Distance Musket w/DA/PBS: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 1d12 + 22 ⇒ (10) + 22 = 32

AC 34/touch 23; 137/144


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)

Ok, that's different then.

PA, 2H Flurry 1: 1d20 + 20 ⇒ (16) + 20 = 36
PA, 2H Flurry 2: 1d20 + 20 ⇒ (17) + 20 = 37
PA, 2H Flurry 3: 1d20 + 15 ⇒ (16) + 15 = 31
PA, 2H Flurry 4: 1d20 + 15 ⇒ (20) + 15 = 35
PA, 2H Flurry 5: 1d20 + 10 ⇒ (20) + 10 = 30

PA, 2H Flurry 1, Confirm: 1d20 + 20 ⇒ (7) + 20 = 27
PA, 2H Flurry 2, Confirm: 1d20 + 20 ⇒ (20) + 20 = 40
PA, 2H Flurry 3, Confirm: 1d20 + 15 ⇒ (6) + 15 = 21
PA, 2H Flurry 4, Confirm: 1d20 + 15 ⇒ (19) + 15 = 34
PA, 2H Flurry 5, Confirm: 1d20 + 10 ⇒ (7) + 10 = 17

Damage: 1d8 + 26 ⇒ (5) + 26 = 31 + Damage, If Crit: 1d8 + 26 ⇒ (3) + 26 = 29
Damage: 1d8 + 26 ⇒ (2) + 26 = 28 + Damage, If Crit: 1d8 + 26 ⇒ (1) + 26 = 27
Damage: 1d8 + 26 ⇒ (4) + 26 = 30 + Damage, If Crit: 1d8 + 26 ⇒ (8) + 26 = 34
Damage: 1d8 + 26 ⇒ (3) + 26 = 29 + Damage, If Crit: 1d8 + 26 ⇒ (5) + 26 = 31
Damage: 1d8 + 26 ⇒ (3) + 26 = 29 + Damage, If Crit: 1d8 + 26 ⇒ (4) + 26 = 30

Note, if #1 drops during the flurry, Tychi uses his trick riding skill to dismount as a free action next to #2, and continues to flurry on #2, using trick riding again at the end of the flurry to remount as a free action


The first two gnolls fall where they stand, Tychi's whirlwind of steel eviscerating all that he can reach... before Casey Jayne, deadly accurate, blows a musket hole in one of the farther away guards...

GM Only:
Gnoll 3 = 47/79HP

With the gnolls still flat-footed, the first retort is from the undead gunslinger...and the fire swathed humanoid towards the rear... A ruinous shot slams, from the undead gunslinger's pistol, into Tychi's stomach - but, clanging against the metal furnaces that line the room, each of the hammers theown by the fire person miss...

Pale Stranger, Stranger's Shot vs Tychi: 1d20 + 15 ⇒ (18) + 15 = 33, hitting for 1d8 + 1 + 6d6 ⇒ (8) + 1 + (3, 1, 5, 2, 5, 5) = 30

Yvesa, Full Round Attack
Yvesa, Light Hammer (Thrown / 1 ranged increment) vs Tychi: 1d20 + 23 - 2 ⇒ (8) + 23 - 2 = 29, mssing
Yvesa, Light Hammer (Thrown / 1 ranged increment) vs Tychi: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23, missing
1d20 ⇒ 16
Yvesa, Light Hammer (Thrown / 1 ranged increment) vs Tychi: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27, missing

Grunting, the fire person shouts towards the gnolls...

Figwidget and Lector, you may take your turn now


Male Human Cleric 14 | 60/101

Lector touches his armor and magically speeds into the room, stopping just in front of Casey and placing a glowing hand on Tychi.

CSW: 3d8 + 14 ⇒ (7, 3, 1) + 14 = 25

Using one round of my speed armor to increase move speed, sacrificing one of my prepared dispel magic spells to cast cure serious wounds on Tychi.


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)

HP 91/96

Oh, and ABOUT TIME on the flurry of dismemberment!

Question for the GM, does he have one hammer he's throwing over and over, or does he have a dozen hammers on his body, and he's quick-drawing and throwing them? Want to know if he's got limited ammo or if he has some sort of artifact hammer (since a returning hammer can only be thrown once per turn).


Tychi wrote:

HP 91/96

Oh, and ABOUT TIME on the flurry of dismemberment!

Question for the GM, does he have one hammer he's throwing over and over, or does he have a dozen hammers on his body, and he's quick-drawing and throwing them? Want to know if he's got limited ammo or if he has some sort of artifact hammer (since a returning hammer can only be thrown once per turn).

Tychi - the fire creature (an Azer) is throwing multiple hammers at you... It is likely therefroe that it will run out of ammunition at some point

Waiting on an action from Figwidget


M Gnome Alchemist (Mindchemist) / 14

Figwidget has short legs, so uses the whole round running in....

(Double move.)


At the instruction of the figure swathed in fire, one of the gnolls pulls hard on a chain – instantly, as the furnace doors along the entire chamber start to rise, the temperature within the area starts to increase and, very quickly, the room fills with choking fumes.

Breathing creatures that come within 10 feet of a furnace must succeed at a DC 20 Fortitude save or begin to cough and choke on the noxious fumes, and are nauseated for that round. This is a poison effect.

In addition to the harsh smoke, the furnaces are themselves a danger for unwary creatures. The doors to the furnaces can accommodate Medium or smaller creatures and objects of with a little effort (combat maneuver checks to bull rush a Medium creature into an open furnace door take a −4 penalty), and Small or smaller creatures and objects can easily be placed in the doors. Creatures that get pushed into or otherwise end up in one of the furnaces will take a significant amount of fire damage each round as long as they remain in the furnace.

The other remaining gnoll, already shaken by the death of its’ fellow guards, lets loose with a wild shot from its’ blunderbuss…

Gnoll 4, Blunderbuss vs Tychi: 1d20 + 12 ⇒ (8) + 12 = 20, missing

Lector and Tychi / Nike may act now


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)

Fort, Nike: 1d20 + 11 ⇒ (17) + 11 = 28
Fort, Tychi: 1d20 + 21 ⇒ (18) + 21 = 39

Nike, ignoring the vile air, charges another gnoll #4, her head down and horn forward.

Powerful Charge: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 4d6 + 12 ⇒ (5, 2, 6, 3) + 12 = 28 + Acid: 1d6 ⇒ 4

Tychi brings his whip sword around, attacking the same target until it goes down, switching to the other gnoll as soon as it does. #3

2H PA Flurry 1: 1d20 + 20 ⇒ (13) + 20 = 33
2H PA Flurry 2: 1d20 + 20 ⇒ (2) + 20 = 22
2H PA Flurry 3: 1d20 + 15 ⇒ (1) + 15 = 16
2H PA Flurry 4: 1d20 + 15 ⇒ (14) + 15 = 29
2H PA Flurry 5: 1d20 + 10 ⇒ (6) + 10 = 16

Aaand back to this again...

Damage: 1d8 + 26 ⇒ (6) + 26 = 32 + Damage: 1d8 + 26 ⇒ (5) + 26 = 31 Spirited Charge
Damage: 1d8 + 26 ⇒ (3) + 26 = 29
Damage: 1d8 + 26 ⇒ (7) + 26 = 33
Damage: 1d8 + 26 ⇒ (1) + 26 = 27
Damage: 1d8 + 26 ⇒ (6) + 26 = 32


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)

Gotcha, good news that is. Much rather be facing a guy with a dozen hammers than a guy with an artifact. :)


Male Human Cleric 14 | 60/101

"Raaaahhh!!!" Lector charges to and past enemy lines with his shoulders down, ending up behind them.

Double move, I'll take any AoO's that provokes.


Aaargh!!! GM Fail - Just realised I accidentally promoted Lector up the initiative count / demoted Casey... Lector, keep your move - Casey, you may act now

Unnerved by the onrushing cleric, the flaming humanoid nearly drops her sword as she slashes at him...

Yvessa, Bastard Sword vs Lector (Attack of Opportunity): 1d20 + 24 ⇒ (1) + 24 = 25, missing

Casey Jayne, you may act now


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Casey takes a couple of steps forward, takes aim, and fires at the creature that Lector found his way past.

Attack whatever that creature is that's right next to Lector(On his left).

vs. Touch
+4 Distance Musket w/DA/PBS: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d12 + 22 ⇒ (2) + 22 = 24

AC 34/touch 23; 137/144


Charging forwards, Nike and Tychi despatch a further two gnolls… their bloodied bodies dropping to the floor before they can raise their weapons a second time...

…and with a ‘crack’, Casey lets rip with an accurately placed musket shot…a small plume of blue flame sparking from the fire engulfed humanoid. The shot does little to slow the humanoid who, having turned to face Lector, cleaves downwards with her bastard sword… as it strikes Lector, there is a sharp crack of thunder…

Yvessa, Full Round Action
Yvessa, Bastard Sword vs Lector: 1d20 + 24 ⇒ (19) + 24 = 43, Critical Threat
Yvessa, Confirming Critical: 1d20 + 24 ⇒ (15) + 24 = 39, Critical Confirmed for 2d10 + 24 ⇒ (4, 4) + 24 = 32 plus 1d8 ⇒ 8 Sonic Damage
Yvessa, Bastard Sword vs Lector: 1d20 + 19 ⇒ (4) + 19 = 23, Missing
Yvessa, Bastard Sword vs Lector: 1d20 + 14 ⇒ (7) + 14 = 21, Missing

Lector must make a DC14 Fortitude Save or be Permanently Deafened

The gunslinger, following up on the attack upon Lector, fires a salvo of bullets at the cleric.

Pale Stranger, Full Round Action
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25, hitting for 1d8 + 1 ⇒ (7) + 1 = 8
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29, hitting for 1d8 + 1 ⇒ (6) + 1 = 7
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22, hitting for 1d8 + 1 ⇒ (7) + 1 = 8
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17, hitting for 1d8 + 1 ⇒ (4) + 1 = 5
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12, missing
Pale Stranger, Pistols vs Lector (Ranged Touch / Firing into Combat): 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5, missing

Lector / Casey Jayne – neither of you remembered to roll Fort Saves against Nausea for the noxious fumes filling the room – will let it fly this round as retconning is a pain but please remember to do so next round

As the gnolls are dead, everyone may take their turn now… note that, as the fumes fill the room, it is now a DC21 Fortitude Save to avoid being nauseated


Male Human Cleric 14 | 60/101

Lector seethes as the blade cuts deep into his chest with a resounding crack. However at the last second he lowers his head and lets the blade catch his hat, softening the blow considerably. Here's a fight. "Come on!" He roars, and returns the favor with a blow that looks designed to break and maim her arms as he bolsters himself.

Attack: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d6 + 21 + 1d6 ⇒ (1, 4) + 21 + (4) = 30

Attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d6 + 21 + 1d6 ⇒ (3, 2) + 21 + (2) = 28

Breaking out my fancy items here. I'm going to use my Jingasa of the Fortunate Soldier to negate that critical hit. Also on my first attack, if it hits I'm activating my Bonebreaker Gauntlets. DC 14 will save or have her strength score reduced by 6. Finally, I'm using Bestow Resolve to give myself, Tychi, and Nyke 18 temporary hit points.

Come at me Yvessa.


Lector - I have taken away the Critical damage (also the Thundering effect from the Bastard Sword doesn't trigger...so no need to save from that. You do however need to save against the Nausea effect of the fumes from the opened forges... GM roll coming up:

Lector, Fort Save vs Nausea (DC21): 1d20 + 14 ⇒ (1) + 14 = 15, Failed

Lector is Nauseated this turn and takes no action - don't feel too bad, both of your attack rolls were misses - and you can save your Bonebreaker Gauntlets for another attack

Casey Jayne, Nike / Tychi and Figwidget may act now - not forgetting Fort Saves


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)

Can we choose to hold breath instead? Tychi is fine with a DC 21, but Nike isn't. That only works for CON rounds, but it would last longer than dying from being helpless.


M Gnome Alchemist (Mindchemist) / 14

Figwidget wrinkles his nose at the fumes in the room...

Fortitude: 1d20 + 14 ⇒ (3) + 14 = 17

...and succumbs to them. He staggers forward.

Figwidget is nauseated and can only take a move action. I've updated his position on the map.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

So basically this whole area is covered in fumes, correct? The only reason I didn't roll is because I thought it was a specific area. My bad.

Fort: 1d20 + 16 ⇒ (4) + 16 = 20 Totally not surprised at all. Expected it actually.


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)

For con checks, 1-50 no check, 51-100 con check
Need Con Check, Nike: 1d100 ⇒ 55
Need Con CHeck, Tychi: 1d100 ⇒ 13

No check Nike, Check Tychi

Con Check, Tychi: 1d20 + 2 ⇒ (9) + 2 = 11 Whew, made it, just

Neither breaths in fumes

Nike lowers her head and moves on to the next creature in line, thankful that for once, her enemies lined up 10 ft apart in a perfect charge line.

Powerful Charge: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33 +2 flank
Damage: 4d6 + 12 ⇒ (6, 1, 1, 2) + 12 = 22 + Acid: 1d6 ⇒ 3

Tychi goes into a flurry with his whip sword, if the fire person goes down mid flurry, he'll switch to the gunslinger, using trick riding if need be to dismount/remount to avoid cover penalties from the machinery.

Flurry 1, 2hpa: 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
Flurry 2, 2hpa: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
Flurry 3, 2hpa: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Flurry 4, 2hpa: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Flurry 5, 2hpa: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Confirms
Flurry 1, 2hpa: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
Flurry 2, 2hpa: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
Flurry 3, 2hpa: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
Flurry 4, 2hpa: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26

Going to assume the first two confirm
Damage 1, Base: 1d8 + 26 ⇒ (1) + 26 = 27 + Spirited Charge: 1d8 + 26 ⇒ (4) + 26 = 30 + If Crit: 1d8 + 26 ⇒ (4) + 26 = 30
Damage 2: 1d8 + 26 ⇒ (2) + 26 = 28 + If Crit: 1d8 + 26 ⇒ (7) + 26 = 33
Damage 3: 1d8 + 26 ⇒ (1) + 26 = 27 + If Crit: 1d8 + 26 ⇒ (4) + 26 = 30
Damage 4: 1d8 + 26 ⇒ (4) + 26 = 30 + If Crit: 1d8 + 26 ⇒ (3) + 26 = 29
Damage 5: 1d8 + 26 ⇒ (8) + 26 = 34

Usual special abilities apply on attacks, lawful, cold iron, adamantine, silver, etc. Let me know if you need a list of what applies to which attack, only worth going into if there's DR involved.


Charging forwards, Nike and Tychi smash into the waiting fighter – sparks fly as metal crashes against metal… and, after the furious flurry of blows…almost all of which make contact, the flaming humanoid is barely standing.

GM Only:
Azer = 23/253

Lunging forward, the warrior swings at Nike… trying to cut the tengu’s mount from underneath him…

Azer, Bastard Sword vs Nike: 1d20 + 24 ⇒ (14) + 24 = 38, hitting for 1d10 + 12 ⇒ (9) + 12 = 21 plus 1d6 ⇒ 6 Fire
Azer, Bastard Sword vs Nike: 1d20 + 19 ⇒ (5) + 19 = 24, missing (hits AC24 but Protection from Evil Aura increases AC)
Azer, Bastard Sword vs Nike: 1d20 + 14 ⇒ (3) + 14 = 17, missing

…whilst the gunslinger continues it’s assault upon Lector.

Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 15 ⇒ (14) + 15 = 29 hitting for 1d8 + 1 ⇒ (7) + 1 = 8
Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 15 ⇒ (20) + 15 = 35, Critical Threat
Confirming Critical: 1d20 + 15 ⇒ (1) + 15 = 16, Critical NOT Confirmed (note no Misfire as not an attack roll): 1d8 + 1 ⇒ (3) + 1 = 4
Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 10 ⇒ (16) + 10 = 26 hitting for 1d8 + 1 ⇒ (4) + 1 = 5
Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 10 ⇒ (8) + 10 = 18 hitting for 1d8 + 1 ⇒ (8) + 1 = 9
Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 5 ⇒ (10) + 5 = 15 hitting for 1d8 + 1 ⇒ (8) + 1 = 9
Pale Stranger, Pistol vs Lector Enteap (Ranged Touch / Firing into Melee): 1d20 + 5 ⇒ (12) + 5 = 17 hitting for 1d8 + 1 ⇒ (8) + 1 = 9

Everyone may take their turn now – note everyone may, if they wish, attempt to hold their breath


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)

Ride, to negate hit on Nike: 1d20 + 26 ⇒ (6) + 26 = 32 Negated


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)

For con checks, 1-50 no check, 51-100 con check
Need Con Check, Nike: 1d100 ⇒ 85
Need Con CHeck, Tychi: 1d100 ⇒ 99

No check Nike, Check Tychi

Con Check, Nike: 1d20 + 5 ⇒ (19) + 5 = 24
Con Check, Tychi: 1d20 + 2 ⇒ (20) + 2 = 22

Neither breaths in fumes

Nike drives her hooves and horn into the flaming creature that just missed her, thanks to Tychi's warning nudge.

Gore: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 +2 flank
Hoof: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 +2 flank
Hoof: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 +2 flank
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12 + Acid: 1d6 ⇒ 4
Damage: 1d3 + 3 ⇒ (2) + 3 = 5 + Acid: 1d6 ⇒ 5
Damage: 1d3 + 3 ⇒ (2) + 3 = 5 + Acid: 1d6 ⇒ 3

Tychi goes into a flurry with his whip sword, if the fire person goes down mid flurry, he'll switch to the gunslinger, using trick riding if need be to dismount/remount to avoid cover penalties from the machinery.

Flurry 1, 2hpa: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31
Flurry 2, 2hpa: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27
Flurry 3, 2hpa: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Flurry 4, 2hpa: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Flurry 5, 2hpa: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13

Confirms
Flurry 4, 2hpa: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27

Damage 1, Base: 1d8 + 26 ⇒ (7) + 26 = 33
Damage 2: 1d8 + 26 ⇒ (1) + 26 = 27
Damage 3: 1d8 + 26 ⇒ (8) + 26 = 34
Damage 4: 1d8 + 26 ⇒ (6) + 26 = 32 + If Crit: 1d8 + 26 ⇒ (8) + 26 = 34
Damage 5: 1d8 + 26 ⇒ (2) + 26 = 28

Usual special abilities apply on attacks, lawful, cold iron, adamantine, silver, etc. Let me know if you need a list of what applies to which attack, only worth going into if there's DR involved.


Male Human Cleric 14 | 60/101

Thank god for that nat 1. A firearm crit probably would have killed me. Also, FYI I'm out of Bestow Resolve for the day.

Hold Breath: 1d100 ⇒ 71 Check needed
Fort: 1d20 + 14 ⇒ (5) + 14 = 19

Lector still inhales the fumes as he's riddled with bullets, but he stays standing. He steps back and touches a glowing hand to his chest, then barks out a word in a forgotten language and lets chaos consume his enemies.

CCW: 4d8 + 14 ⇒ (6, 4, 4, 5) + 14 = 33

Sacrificing freedom of movement to cast cure critical wounds. Also activating aura of chaos.

Aura of Chaos (DC 21):
These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.


Won't put detailed post in just yet but, for the benefit of Figwidget / Casey Jayne, the Flame Creature (an Azer Fighter) is dead

Tychi / Nike - are you sure your mounted combat negated the hit from the Azer? You rolled a 32 on your Ride Check against an Attack Roll of 38.


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)

Nope, not negated, sorry. I misread that as 28 originally for some reason, sorry.

@Lector - Not quite how the breathing thing works. You have to do the following. (A) 50/50 chance you have to breath. (B) If you do have to breath, you can hold anyway, but you have to make a CON check (Not fort save) DC 10 (+1 per con check you have already made). (C)If you fail that one, you breath in the poison, and then make a fort save against the Poison DC. So, you had to breath, and failed the Con Check to not breath, so now you have to make the DC to avoid the poison air. Which is DC 21. That is a Fort Save though. If you fail it, then you can't cast, is my understanding.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Fort: 1d20 + 16 ⇒ (10) + 16 = 26

Being able to tolerate the fumes a little better, Casey moves up and fires at the remaining gnoll.

vs. Touch
+4 Distance Musket w/DA/PBS: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 1d12 + 22 ⇒ (5) + 22 = 27


M Gnome Alchemist (Mindchemist) / 14

Figwidget tries to hold his breath against the fumes...

50% chance to avoid fort save, low is bad: 1d100 ⇒ 45

...but still has enough fumes in his lungs that he he risks being overcome by them.

Fortitude save: 1d20 + 14 ⇒ (19) + 14 = 33

This time, however, he's able to resist the effects.

He moves in behind Tychi and Nike (position updated on map) and throws a bomb down at the gunslinger.

Ranged touch attack, +1 for PBS, -4 for cover: 1d20 + 10 ⇒ (9) + 10 = 19
Fire damage including PBS: 7d6 + 7 ⇒ (6, 6, 2, 4, 3, 5, 6) + 7 = 39


Lector – Tychi is correct, it’s a merry and complex mix of 50% chance followed by a CON check followed by a FORT check – sort of okay in PbP but an over complex pain in an IRL game I guess!!! Anyway, it doesn’t really matter in this instance as the combat is coming to an end…

Tychi, seeing that the flame wreathed fighter is staggering at the edge of death, rains down another flurry of blows ending the fighter’s life – sidestepping, he then unleashes a further assault upon the gunslinger – between that, the thundering shot from Casey Jayne and a flung bomb from Figwidget, the undead foe stands no chance…it crumbles under the ferocious attacks…

Combat Over

The Azer was carrying / wearing a +1 Thundering Bastard Sword, 5 Masterwork Light Hammers, a belt of Physical Might +2 (DEX and CON) and a Ring of Protection +2

Furthermore, rifling through a heap of rags near where the gnolls were positioned reveals an Elemental gem (Water) plus a fist-sized diamond.

A door in the south eastern corner of the room leads away from this chamber as does a small gap (through which steam is pouring) in the north eastern corner of the room.


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)

"Mr. Figwidget and Hopefully Not Mr. Not Figwidget? I am unsure what this machinery does, but I think our chances at stealth are done, even with it's noise. Could you shut it down? I suspect whatever it does, it is not something we should wish to continue. Plus it would be nice to clear the air and hear my bones knit." Tychi says, after moving enough to get some clear air to talk.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"You ain't kiddin'. Hard to breathe within that mess." Reloading his gun and looking down its sight to check it, "Alright, now that we've emptied this room of trouble, which way we headed now? Don't make a mind to me."

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