GM Weenerton Emerald Spire (Inactive)

Game Master OG3

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Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Aid Another Attack: 1d20 + 3 ⇒ (4) + 3 = 7

Hoping to help Dumpy’s hammer introduce the goblin cranium to its spinal column, Sayuki brandishes her spear against the goblin’s side.

She’s not particularly successful in corralling it into a hammer blow, but thankfully Dumpy doesn’t seem to need any assistance.

Grand Lodge

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Dumpy brings to an end this minor interlude with a stunning hammer smash, dashing the goblins head against the wall.

COMBAT OVER. Where to next?

Sovereign Court

N Dwarf Druid 4

That door, right over there... once we scope the room out of course.

The dwarf shakes his hammer a moment, to get the goblin bits off of it.

"Little bastards are everywhere." He growls, then nods towards the other door in the room. "Should wrap around soon, to where we started."

He moves over to it, listens for a moment, for the tell-tale sound of goblins as he waits for the others, before opening it.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Grand Lodge

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Beyond the door, Dumpy hears the cackling of a goblin and small pops and grinding as if of gears or machinery.

Sovereign Court

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N Dwarf Druid 4

it's a goblin on a tricycle!

Grand Lodge

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Guaranteed.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

I'd like to try an ambush/surprise attack with lullaby - sleep spells combo. I can ready for Dumpy to stealthily open the door in order to release lullaby in the surprise round. With luck, I can then put them to sleep in round 1.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

I’m on board with this plan!

Sovereign Court

N Dwarf Druid 4

except sleep is a full round casting... so won't be til round 2! =)

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

If we stealth properly, she can get that in! EDIT: or she can start the cast, and you open the door as soon as it goes off?

Grand Lodge

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Magic is a loud affair. You know that after the casting of Lullaby, the enemy will be engaged.

Dataphiles

Dumpy. wrote:
it's a goblin on a tricycle!

*squeakysqueakysqueakysqueaky...*

"...You like play game?!?"

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

Aragar stands beside Dumpy, ready to rush in. He calls upon Smiad's blessing to prepare him for the upcoming battle just before the dwarf opens the door.

Activate War Mind, initially to get +10 to movement.

Sovereign Court

N Dwarf Druid 4

Seeing folks are ready to go, Dumpy opens the door, as quietly as he can.

Stealth: 1d20 + 2 - 3 ⇒ (5) + 2 - 3 = 4

But does a very poor job of it, the entire thing scraping across the floor with a loud groaning sound of wood on stone.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Sayuki hunches behind Dumpy, prepared to storm in after Aragar...

kreeeeAAAAAeeEEeeeeeeEEEEEEEEK...

and groans as the door makes a sound not entirely unlike a fighter jet making a belly landing along steel girders, shooting a glare at the dwarf.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

As soon as the door opens Nel's readied lullaby goes off on the goblins. Will DC 13 to resist

lullaby:
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Nel's recommendation: everyone in the party should make a stealth check before entering the room, even those with poor stealth bonus, as the affected goblins will have -5 on perception

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

In that case...

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

After Dumpy's entrance, Sirius doesn't feel like trying very hard....

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

stealth: 1d20 + 2 ⇒ (14) + 2 = 16
Rumple is not moving yet, so he tries to squish himself into the wall, readying his wand.

Grand Lodge

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will: 1d20 + 5 ⇒ (16) + 5 = 21

This curving room is a good-sized kitchen, complete with decaying tables, cupboards, and bins. One newer table has what seems like a child’s laboratory set up, with broken cups standing in for beakers.

In the laboratory, you find a grizzled goblin and a hulking green robot.

The goblin speaks, WHO YOU! WHAT YOU HERE! CLANKY KILL KILL KILL!

Totally get what you are trying to pull off, Nel. Unfortunately the goblin made its will save and the construct is immune to mind effects. You can still try the Sleep, if you like.

GM:

Init, Nel: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Dumpy: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Aragar: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Sayuki: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Rumple: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Sirius: 1d20 + 4 ⇒ (4) + 4 = 8
Init, Clanky: 1d20 - 1 ⇒ (14) - 1 = 13
Init, Skizzertz: 1d20 + 4 ⇒ (2) + 4 = 6

Aragar
Dumpy
Rumple

Clanky
Nel
Sirius
Skizzertz

Bold are up.

Sovereign Court

N Dwarf Druid 4

"What the hell is that?" Dumpy exclaims, at the sight of the strange mechanical thing that does not at all resemble a tricycle.

He quickly moves into the room, before they get caught in the doorway,
heading towards the goblin.

He takes a swing at it with his hammer.

single move, attack!

melee, hatred: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18, 1d8 + 3 ⇒ (1) + 3 = 4

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

"What the..." Aragar exclaims, seeing the metal creature. However, he decides to go after the goblin, figuring it is likely a spellcaster, and the more dangerous one. Calling yet for more guidance from Smiad, he rushes into the room and slashes at it.

Swift action to use fervor to cast divine favor as swift action. Free action to chaange war mind to +1 attack.
vs yellow goblin: Divine Favor, Fate's Favored, War Mind
mwk kukri: 1d20 + 5 + 1 + 1 + 1 ⇒ (16) + 5 + 1 + 1 + 1 = 24 dmg: 1d6 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7
mwk kukri: 1d20 + 5 + 1 + 1 + 1 ⇒ (13) + 5 + 1 + 1 + 1 = 21 dmg: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Sayuki still has False Flanker - Nel never activated it.

Grand Lodge

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Botting Rumple. Aragar, only one attack on a move, yes? Am I missing something that gives you a second attack?

Rumple moves over to get a bead on the automaton and fires a ray of frost.

ray of frost, into melee: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
ray of frost, into melee. confirm?: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
damage: 1d3 ⇒ 1

Clanky swings a big mechanical arm and whacks Aragar with it.
slam: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 4 ⇒ (3) + 4 = 7

Aragar -7
Dumpy
Rumple
Clanky -2
Nel
Sayuki
Sirius

Skizzertz -11

Apologies, I had left Sayuki out of the initiative, she should go in this block. Bold are up.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Nel applies her Hypnotic Stare to the goblin. -2 to Will saves; she will then apply her Painful Stare if anyone hurts the goblin, which will cause an additional 1 pt. of damage for that attack.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

"Well, this is... new," chimes Sayuki, rolling the haft of her spear between her fingers for a moment before taking a moment to line up the shot before lunging forward with it.

Elven Branched Spear Attack + Flanking: 1d20 + 5 ⇒ (20) + 5 = 25
Elven Branched Spear Crit Confirm: 1d20 + 5 ⇒ (15) + 5 = 20
HECK YES
Elven Branched Spear Damage + Sneak Attack: 3d8 + 1d6 ⇒ (2, 2, 1) + (3) = 8

.............Mannnnnnnnnnnnnnnnn I've never rolled so poorly on a crit before.

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Sorry I was slow to post. When Rumples turn comes up next he will fire wand of magic Missile at whatever is alive probably the goblin first. And you can probably make that a standing order if you have to bot me. Rumple will fire his wand of magic Missile at something don't care what it is. Just shoot it.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

My Hypnotic Stare action listed above occurred after Sayuki's turn (swift action only); for my standard action I will re-implant ANOTHER False Flanker round into Sayuki

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)
GM Weenerton wrote:
Botting Rumple. Aragar, only one attack on a move, yes? Am I missing something that gives you a second attack?

Oops. That's right! Stupid cut-n-paste... :)

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

I assume the False Flanker only works for the implantee? Add +2 to below if otherwise....

"Well, look at you! A lock that picks back...."

Underhanded Trick to blind Clanky: 1d20 + 3 ⇒ (14) + 3 = 17

With a gouge from his trusty kunai, Sirius pries the thing's eyes out of their sockets.

Grand Lodge

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Clanky receives the attention this round and is stabbed and blinded. The goblin feels overwhelmed some and releases negative energy into the room.

channel negative. DC 9 will for half. Rumple is out of range.: 1d6 ⇒ 3

Aragar -7
Dumpy
Rumple

Clanky -10
Nel
Sayuki
Sirius
Skizzertz -11

Bold are up!

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.
Sirius Sa'luk wrote:

I assume the False Flanker only works for the implantee? Add +2 to below if otherwise....

Nope: works for everyone. It's an actual illusion that enables flanking. It's activated on the implantee's turn by Nel (even if it's not Nel's turn... I know... weird!)

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

I lied... this is what rumple does.
Rumple is a little worried that this might be harder than just a couple of goblins and decides to supplement his wand damage. He steps up to the doorway and casts Snapdragon Fireworks at CL3 (because of Shadow Play racial trait). He sends the first firework at the goblin's square.

damage DC14: 1d4 ⇒ 1 + dazzle (reflex for half and no dazzle)

Sovereign Court

N Dwarf Druid 4
Nel’setsya Feymantle wrote:
Sirius Sa'luk wrote:

I assume the False Flanker only works for the implantee? Add +2 to below if otherwise....

Nope: works for everyone. It's an actual illusion that enables flanking. It's activated on the implantee's turn by Nel (even if it's not Nel's turn... I know... weird!)
Quote:
The duplicate disappears at the end of the turn during which the trick is triggered.

So it's only up long enough to help the person who's turn it was triggered on, not everyone.

Will save: 1d20 + 5 ⇒ (6) + 5 = 11

Dumpy winces, as the goblin channels negative energy, but grits his teeth, and swings at the little thing one more time.

hammer blow!: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.

Grand Lodge

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The explosions in the goblins face distract it from Dumpy's hammer. The strike is true and the cleric falls to the ground, a heap of goblin.

For your benefit, Aragar.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

@Dumpy: yes, but if people were to ready actions... it's there. and it counts.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Will Save: 1d20 + 1 ⇒ (9) + 1 = 10

Sayuki shudders as a wave of dread washes over her, but quickly shakes it off. A little disoriented, perhaps.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Will save: 1d20 - 1 ⇒ (9) - 1 = 8

Sirius, on the other hand, clutches at his head as he feels last night's extra flagon or two come back to haunt him (possibly literally).

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

will: 1d20 + 7 ⇒ (16) + 7 = 23

Although a massive bruise develops from the ... clanky's attack, Aragar seems unfazed, also brushing off the necrotic attack from the goblin. With the unholy creature done, Aragar shifts his attention to the metallic humanoid and strikes repeatedly with his kuris.

vs red Clanky: Divine Favor, Fate's Favored, War Mind
mwk kukri: 1d20 + 5 + 1 + 1 + 1 ⇒ (18) + 5 + 1 + 1 + 1 = 26 dmg: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
crit?, anatomist: 1d20 + 5 + 1 + 1 + 1 + 1 ⇒ (6) + 5 + 1 + 1 + 1 + 1 = 15 dmg: 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
mwk kukri: 1d20 + 5 + 1 + 1 + 1 ⇒ (13) + 5 + 1 + 1 + 1 = 21 dmg: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

Grand Lodge

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After the goblin cleric goes down to Dumpy's hammer, Aragar viciously stabs and slashes at the construct leaving it in terrible shape. It begins to spark and stutter but continues to fight.

slam on Aragar: 1d20 + 6 ⇒ (2) + 6 = 8
Its battered state prevents him from landing a blow.

Party is up. He's in real bad shape and may explode if not dealt with!

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Sayuki leans forward with her spear, hopefully sinking it into the robot's metallic casing.

EBS Attack: 1d20 + 5 ⇒ (11) + 5 = 16
EBS Damage + SA: 1d8 + 1d6 ⇒ (2) + (5) = 7

Grand Lodge

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Sayuki finally severs the remaining connection between magic and matter in the construct and it falls to the ground in a heap.

The kitchen turned laboratory has a number of bits and bobs the goblin cleric dabbled with. Most of his work seems to be geared toward restoring and maintaining the construct.

Not much left. Where to?

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Sayuki shakes a bit of oil or grease or whatever the goblin used in its place off onto the floor. "Shall we double back around and see if we can get into that door?" she asks, referring to Door 7.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Will DC 9: 1d20 + 5 ⇒ (4) + 5 = 9 Woohoo!! made it!!!

"Splendid idea, Sayuki. Come here girl, let me touch your head..."

Nel implants False Flanker into Sayuki's brainszz...

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Between seeing dead people (a dwarf, mainly), seeing people that aren't there, and not being able to see much at all otherwise, Sayuki is starting to have concerns about this whole thing.

Sovereign Court

N Dwarf Druid 4

Dumpy takes a moment to look around the lab, frowning at the strange technological items, not at all sure he likes anything about them.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Eventually, he turns to follow Aragar, as the half-orc makes his way to the locked door they passed earlier.

Door 7, sure

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

"That is a good idea, little one. I do not like to leave unfinished business behind us," Aragar says as he leads the way to the door (#7).

Grand Lodge

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Stairs wind downward to the right, circling around a glowing wall of
semi-translucent green stone. It seems the Azlanti tower was built
around a core of some other material—a spire within a spire.

You have discovered the egress from this level down to the next. Congratulations!!!! Next steps in Discussion.

Sovereign Court

N Dwarf Druid 4

Dumpy frowns, at the sight of the stairs, finding it odd that this spire goes the wrong direction.

"If this is for later, than there still remains that door back by where we entered." He muses. "Perhaps some answers lay there."

Aka: Door 4

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Rumple is torn between watching over the goblin or the robot as they die, but he quickly decides to watch the goblin. Again, he is frustrated that he didn't get to see what he was hoping to observe.

After finding the stairs down, Rumple nods to Dumpy, "Aye, brother. I'm curious about that door as well. What if it were to contain a portal to one of the nine hells that is about to spew forth all manner of nasties? The boss would probably want a refund because we didn't clear the level properly."

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