Истинные драконы Авессалома (Inactive)

Game Master Auke Teeninga

MAP!


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Your instructions were:

1. Defeat the Onyx Alliance forces stationed at the portal.
2. Prepare for additional reinforcements from the surface, defeat the reinforcements.
3. travel through the activated portal to find a way to close it from the other side.

You are almost finished with task 1.

Grand Lodge

- Nope, there might be a trap, even if we can make this thing do it's thing. Walking into traps is not the kobold way. No, instead we lay traps for others.
Athrax scratched his head.

- Actually lets just trap everything here! Fazgyn you can do traps, right? Unlike the feet for claws Engashez, ha-hisss-ha-hisss. And where did you leave that damn dogs corpse? We should use it for bait.

Grand Lodge

hp 29/29; AC 18, Touch 12, FF 17, CMD 12; Fort+6, Ref+4, Will+8; Ini+5; Perception +5, Darkvision(60ft.), Light sensitivity; Spells: 0-at will, 1st- 4+1, 2nd- 2+1, Channel Negative Energy 4/5, Destructive Smite 5/6; Conditions: None.

I think all this corpses-s are great enough to seek for Dahak's mercy. If you want to s-survive the next fight, you will need my help. Skyrahk grabbbed her wand and stands, ready to help anyone who wants some additional healing.


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)

- Let me see the structure.. - Varanog walked forward and started to look for arcane clues on the portal.
Knowledge (arcana): 1d20 + 8 ⇒ (19) + 8 = 27 -6 if K:planes needed, -3 if Spellcraft roll required


Varanog:
The portal is currently inert, seemingly awaiting a specific event at the other end to spring to life. Despite the portal’s thin and fragile appearance, magical rites used to bolster the portal render it immune to all damage.


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)

- Yesss! - Varanog hissed, - this thing is currently sleeping, but it may let the others to approach. Let's prepare a playground for them, he-he-he.. I will set an alarm that will inform us on their approach.


So... Who is going to finish the dog? Any volunteers?


hp 29; AC 20, Touch 15, FF 16, CMD 15; Fort +2, Ref +8 (+1 vs traps), Will +1 Init +5; Perception +9 (+1 vs traps); Darkvision 60ft

First of all Fazgyn check north tunnel by throwing cracked ventriloquists dummy there, hoping to bait the beast.
If now reaction following - he decided to prepare for defend for now. If hound reacts - kill it once and forever with Pethjun help.

-WE need every usssfull part of shit here. And its better for uss to leave just one enter, making other too difficult. Lets prepare some trapss and be ready at the high ground. Still we need to find hound before reinforcement arrive. Varanog, Skyrahk, get ready to show some magic tricks. Now show me your equipment - we'll need every part of it probably. And corpses. We should use them too...


Fazgyn throws his dummy into the north tunnel

Bluff: 1d20 + 7 ⇒ (20) + 7 = 27

The hound takes the bait and charges the dummy!

You're all up!


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)

Varanog moved a bit closer to Hatsss, so he could see the Onyx hound and then chanted several words, unleashing his draconic might.

Cast magic missile, target dog dmg: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Varanog's magics severely injure the already hurt hound, but it is still standing! The hounds drops the dummy and turns his eyes on the orange caster.

Grand Lodge

- Catch! Good boy!
Athrax whistles and throws another bomb.

Bomb: 1d20 + 8 ⇒ (11) + 8 = 19
Miss chance: 1d100 ⇒ 72Bomb: 2d6 + 3 ⇒ (1, 3) + 3 = 7


hp 29; AC 20, Touch 15, FF 16, CMD 15; Fort +2, Ref +8 (+1 vs traps), Will +1 Init +5; Perception +9 (+1 vs traps); Darkvision 60ft

Then Fazgyn going to the tunnel sneaky, draw short sord and cut the beast down if its still alive.

stealth: 1d20 + 15 ⇒ (1) + 15 = 16
attack: 1d20 + 9 ⇒ (5) + 9 = 14
%: 1d100 ⇒ 68
dmg: 1d4 + 5 ⇒ (2) + 5 = 72d6 ⇒ (6, 5) = 11


Athrax' bomb finishes the dog!


You have somewhere between 15 and 30 minutes to prepare for the reinforcements. You've got a number of 6 minute phases to set traps:

A kobod can creates the desired trap with a high enough craft check (the higher the roll the better the trap will work!), placing it in a location available on the map based on the trap’s size. In addition, unless the trap has a special note, there is no cost to create a trap—it’s assumed you have the necessary tools and equipment on hand.

As masters of setting traps, you do not incur any chance of activating properly build traps by moving through trapped squares. However, a kobold caught in the area of a trap when another creature activates it falls victim to the trap’s effects.

Basic Traps

The following basic traps are available for crafting.

ARROW TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 1 phase; Size 5-ft. square (arrow fires from wall within 30 ft.)
EFFECTS
Trigger location; Reset none
Effect Atk +15 ranged (1d8+1/×3)

PIT TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 2 phases; Size 10-ft. square
EFFECTS
Trigger location; Reset manual
Effect 20-ft.-deep pit (2d6 points of falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

POISONED DART TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
(plus poison dose); Set-up Time 1 phase; Size 5-ft. square (dart fires from wall within 30 ft.)
EFFECTS
Trigger location; Reset none
Effect Atk +10 ranged (1d3 plus poison*)
Special Requires expenditure of one dose of poison.

SWINGING AXE TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 1 phase; Size 5 ft. by 10 ft.
EFFECTS
Trigger location; Reset none
Effect Atk +10 melee (1d8+1/×3); multiple targets (all in 10-ft. line)

Advanced Traps
The following advanced traps are available for crafting.

ALARM SPELL TRAP
Type magic; Perception DC 26; Disable Device DC 26
Set-up Time 2 phases; Size 5-ft. square
(see below)
EFFECTS
Trigger proximity (alarm); Reset none
Effect spell effect; multiple targets (both determined by embedded spell)

Special Requires expenditure of alarm spell and an additional spell from the crafter’s spell list or from a scroll or wand. The additional spell’s effect centers on a single 5-foot square, but it triggers with the activation of the alarm spell.

JABBING SPEAR TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 2 phases; Size 5 ft. by 10 ft.
EFFECTS
Trigger location; Reset automatic reset (1 round)
Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line)

SPIKED PIT TRAP
Type mechanical; Perception DC 20; Disable Device DC 20
Set-up Time 3 phases; Size 10 ft. square
EFFECTS
Trigger location; Reset manual
Effect 10-ft.-deep pit (1d6 points of falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 points of damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.-square area)


Please state which trap you want to build and where you want to put it!


Ok, to speed up things I need everyone to state what they are doing the first 6 minute phase!

Tips:

* Don't overthink the trap placement. Just do it!
* Creating a killzone (lure them in, then prevent them getting away) is more fun than creating a funnel. AKA Don't prevent them coming in, prevent them getting out!


hp 29; AC 20, Touch 15, FF 16, CMD 15; Fort +2, Ref +8 (+1 vs traps), Will +1 Init +5; Perception +9 (+1 vs traps); Darkvision 60ft

- Scaly mates. Ane you, Hattsss. Now we need you. First of all lets find that bigfoot who came with us. Hi is important and I borrowed a thing from him.
Second. Letss be ready for reinforcement. I've got a plan here to let them in and dont let them out alive. Pray for their number not be overwhelming. And set alarm at the enter so we could really ready and let them come for closer inspection until we strike back hardly. Narrow tunnels is the best place to face intruders of our sewer.

Fazgyn took some sand and dirt and draw the plan where he planed to place tslow fangs and obstacles. One pit trap probably should be changed for swinging axes. Then he asked everyone for help and started to work. Two slow fangs he immediately set off until better moment.

During placing traps he helps Varanog and Skyrahk (+2 bonus)

After he positioned himself at the higher ground - good observer position to reach these two traps, to hide and to strike down enemys.

Take 10 to craft - everything must me made well

Grand Lodge

The plan you laid down doesn't help us in the fight. They will be coming from where we are now, as far as I understand.


Athrax the Mad Bomber wrote:
The plan you laid down doesn't help us in the fight. They will be coming from where we are now, as far as I understand.

Actually both. You've got at least 3 phases for setting traps and 5 kobolds that have decent trapsetting skills.


"Tricorn Willy wants to know what he can do to help!" Hats says


- What skills does Mister Willy have?


"Willy is the greatest captain in the whole of Golarion! The Scourge of the Seas is feared by slavers all over the world!"

Grand Lodge

Equipped: Spear + Shield / Tail hp 28/34; AC 22, Touch 17, FF 20, CMD 18; Fort +5, Ref +3, Will +2 (+1 vs Fear); Init +2; Perception +7 (Darkvision 60ft.);

Pethjun is not the best trapper. But Pethjun can bring some things to trappers. So she decided to help anyone who ask her.

Take 10 to help other craft(traps)


Pethjun The Muscle wrote:

Pethjun is not the best trapper. But Pethjun can bring some things to trappers. So she decided to help anyone who ask her.

Take 10 to help other craft(traps)

You can't take 10 on assists.

Aid Another wrote:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

And +8 isn't that bad!

Grand Lodge

Equipped: Spear + Shield / Tail hp 28/34; AC 22, Touch 17, FF 20, CMD 18; Fort +5, Ref +3, Will +2 (+1 vs Fear); Init +2; Perception +7 (Darkvision 60ft.);

-Oh... well, +2 is a racial modifier
Craft(Traps): 1d20 + 8 ⇒ (20) + 8 = 28


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)

Varanog took a severed bodypart and said:
- I will take tunnel down and put some runes. If you see any mirrored letter - do not walk there. Than I'll go to lake room, to prepare the big fireblast trap for unwanted guests. Be aware it will be big and I need some time to setup it carefully, so do not be caught in a blast...
Mystic seeker waited for at least one to approve his actions, before starting.

In the center of lake hall, he put a small statue of his own and put his crown, to mark a center of the blast and than he started chanting and drawing arcane symbols around.

Using 4 of my daily runetraps to setup minor blasts (acid) along the walk (takes standart action, DC15 Perception or Disable Device, Reflex DC15 to take half damage).
Then work on a big fireball trap Craft (fireball): 1d20 + 9 ⇒ (17) + 9 = 26. Activation area drawn freehand, blast with rectangle tool.

Grand Lodge

hp 29/29; AC 18, Touch 12, FF 17, CMD 12; Fort+6, Ref+4, Will+8; Ini+5; Perception +5, Darkvision(60ft.), Light sensitivity; Spells: 0-at will, 1st- 4+1, 2nd- 2+1, Channel Negative Energy 4/5, Destructive Smite 5/6; Conditions: None.

Skyrahk shaked her head from some deep thoughts.
I s-suggest i will work with the pit, the bigger the trap, the better. More kills, more blood, more haapy kobolds-s!
Skyrahk went to the tunnel and started working with a trap. She was not very precise with her work, her mind was flowing somewhere else.
If anyone wants-s to help me with that, Dahak will notice. Also! If you need me for anything else to do, i will think about it. Just ask! Don't be shy.
Craft Traps: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

Equipped: Spear + Shield / Tail hp 28/34; AC 22, Touch 17, FF 20, CMD 18; Fort +5, Ref +3, Will +2 (+1 vs Fear); Init +2; Perception +7 (Darkvision 60ft.);

Pethjun helped Skyrahk and Dahak to create a pit trap.

Grand Lodge

Human

Phase 1.

Fazgyn starts boobytrapping the scaffold, turning it into a deadly trap comparable to a spiked pit trap. [2 phases]

Skyrahk starts digging a hole for a pittrap, wiht Pethjun helping him. [2 phases]

Varanog places a few magical runes and starts with a fireball alarm trap. [2 phases]

Grand Lodge

Holy SMOKES! That avatar pic is terrifying!

Grand Lodge

Meanwhile Anthrax starts working on an arrow trap.

Craft (traps): 1d20 + 14 ⇒ (8) + 14 = 22


Engashez instructs Hats.

"You should hide in the water and come out and attack if we give the signal!"


Phase 2

Fazgyn finishes boobytrapping the scaffold, turning it into a deadly trap comparable to a spiked pit trap.
Skyrahk finishes digging a hole for a pittrap, wiht Pethjun helping him.
Varanog finishes a fireball alarm trap.

Phase 2: Athrax and Engashez can still act!
Phase 3: You're all up!


(I've cleaned up the map a bit: Green traps (and the runes) are build, red/yellow are only planned at the moment!)

Grand Lodge

Equipped: Spear + Shield / Tail hp 28/34; AC 22, Touch 17, FF 20, CMD 18; Fort +5, Ref +3, Will +2 (+1 vs Fear); Init +2; Perception +7 (Darkvision 60ft.);

Pethjun realized that she loves these Swinging Axe traps. When pit was finished - she going to make her own Swinging Axe Trap in the south entrance. This one should be special.

Craft(Traps): 1d20 + 8 ⇒ (10) + 8 = 18 Build a swinging axe trap


Hats notices Varanog has put his crown on the ground.

"Oh! You left your crown! Can I have it?"


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)

- Finished. Don't activate that. I'll take care about jabbing spears in northern passage now, - said Varanog, finishing his work in main cavern.

Craft (traps): 1d20 + 9 ⇒ (17) + 9 = 26

Grand Lodge

Did I finish the Arrow trap already?


Athrax the Mad Bomber wrote:
Did I finish the Arrow trap already?

Arrow trap takes 1 phase, so you indeed finished it already. Still need Athrax' actions for phase 2 and 3.


Varanog the Majestic hp 26/26; AC 16, Touch 15, FF 12, CMD 12/9; Fort +2, Ref +4, Will +5; Init +3; Perception: +3 (darkvision 60ft) Spells: 1st: 7/7, 2nd: 2/4; Trap Runes: 6/6; Conditions: magic armor, mirror image (5)
GM Auke wrote:
"Oh! You left your crown! Can I have it?"

- You can have it, but only after it burns the bad guys, that would like to grab it. I put it there, as a bait in a trap. Hopefully, one of them will take it and we will see the fireshow!


Mystic Seeker wrote:
GM Auke wrote:
"Oh! You left your crown! Can I have it?"
- You can have it, but only after it burns the bad guys, that would like to grab it. I put it there, as a bait in a trap. Hopefully, one of them will take it and we will see the fireshow!

"Okay, we can wait..." Hats replies.

Grand Lodge

Once he finished with the arrow trap, Athrax decided to install another jabbing spear trap "just in case" in the narrow southern passage leading from the portal


Athrax the Mad Bomber wrote:
Once he finished with the arrow trap, Athrax decided to install another jabbing spear trap "just in case" in the narrow southern passage leading from the portal

Can I have a craft traps roll?


Phase 2
Athrax starts creating a jabbing spear trap. [2 rounds]

Phase 3
Athrax finishes creating a jabbing spear trap.
Pethjun creates a swinging axe trap
Varanog starts with a jabbing spears trap [2 rounds]

Skyrahk, Fazgyn and Engashez are still up!

Grand Lodge

Craft traps: 1d20 + 14 ⇒ (18) + 14 = 32


Engashez just goes round and helps others build their traps.

Aid another, phase 1: 1d20 + 3 ⇒ (16) + 3 = 19
Aid another, phase 2: 1d20 + 3 ⇒ (11) + 3 = 14
Aid another, phase 3: 1d20 + 3 ⇒ (5) + 3 = 8


Skratch that!

Engashez will be digging a pit trap! Yeah, that'll show them all! He is so happy with the idea he begins singing.

- I am kobold and I'm digging a hole! Diggy-diggy hole, digging a hole!

Craft traps: 1d20 + 3 ⇒ (9) + 3 = 12


hp 29; AC 20, Touch 15, FF 16, CMD 15; Fort +2, Ref +8 (+1 vs traps), Will +1 Init +5; Perception +9 (+1 vs traps); Darkvision 60ft

Now Fazgyn check how are other scalymates working, and then move to create his own masterpiece. Carefully preparing dose of large scorpion poison, he starts to make poison dart slowfang. Working he listened for any noise from the sewer tunnel to be ready, if enemy arrive from south.

- Yesss, itsss gonna sstop the most quick and lucky bigfoot, who would flee. This prey will be taken alive.

craft: 1d20 + 17 ⇒ (19) + 17 = 36
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

After that he move to take the dummy and then to positoin and prepare a couple of arrows to shoot easier if necessary.


Fazgyn the trapper wrote:
- Yesss, itsss gonna sstop the most quick and lucky bigfoot, who would flee. This prey will be taken alive.

With that skillcheck I'll allow the trap to only activate if people are climbing up

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Auroth Wyvern


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hp 29/29; AC 18, Touch 12, FF 17, CMD 12; Fort+6, Ref+4, Will+8; Ini+5; Perception +5, Darkvision(60ft.), Light sensitivity; Spells: 0-at will, 1st- 4+1, 2nd- 2+1, Channel Negative Energy 4/5, Destructive Smite 5/6; Conditions: None.
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