The Aftertimes (Inactive)

Game Master DarnChaCha

Initiative:

PC's
* = Has Gone
Initiative Order:
-Trapped Rat
-The Party <---
-Crossbow Rats 2
-Tunnel Rats (Spears)1
-Tunnel Rats 2

Aftertimes Maps

Loot Table:

Low Value Gems (35g)
Unidentified Magic Locket


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Male Pig CR 1/3 Pig |

Sorry about the wait, Long story short, I'm lazy I guess.

L3VII Obliterates the rat nearest to him, Cutting the small critter in half with his strike.

There is only one Rat left in line of Sight for Mia to strike.
I assume ranged touch
He looks really shaken by the strike but remains.

There is one ratman still above ground, there are at least 4 buried in the ground, I believe ZACH still has a go.


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

Ah, my b. I thought Mia was the end of the current round.

Can I stab the buried ones? If so:

Zach thrusts his sword into the ground, angling for a stabbing kill.

Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21

If I hit one I Claim it and get my maneuver back if it dies.


Male Pig CR 1/3 Pig |

Sadly the ground around the hole is not shallow enough for you to reliably pierce the earth and strike the foe beneath even if you did get lucky and strike them it would be very ineffective. Unless you have some spell of ability that can negate the need, your only options as you see them are to either.

-Try to Wack-a-mole the rats as they pop up

-Or pry the metal covers off, you can tell they are not hatches, they are just flat plates of metal put over a hole and don't look all too heavy.

In the meantime, there is one weak rat left over still stunned from Mia's attack, you'll need to make a 5 ft step, but if you can do that I'll let you use that roll on it since it's the same anyway.


Sure, i'll do that.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

I'm a little confused about whose turn is it and the general situation of the battleground.


Male Pig CR 1/3 Pig |

To Recap: There were 4 Ratmen armed with crossbows but they are now dead, there are also two holes with covers marked in the battlemap by gray squares that have a ratman diving in and out of cover jabbing at your legs with his spear.

On that note the two ratmen pop out again, they continue to use their position on either side of Zach to flank him as they thrust.

Spear Thrust vs AC:20: 1d20 + 6 ⇒ (8) + 6 = 14
Spear Thrust vs AC:20: 1d20 + 6 ⇒ (7) + 6 = 13

They both fail to strike, their spears clattering against each other, then they dip back down into their holes, The metal cover clanging behind them.


Male Pig CR 1/3 Pig |

Parties Turn


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

"Can you please kill these things already so we can move on? I know the way out of here! So get moving!"

Mia shouts as she blasts another ratman... This time with fire.

Elemental Blast: 1d20 + 7 ⇒ (4) + 7 = 11
Damage (Fire): 3d6 + 6 ⇒ (6, 4, 2) + 6 = 18


Male Pig CR 1/3 Pig |

You raise your hand ready to blast a rat, but he's already dived back into his hole, you lack line of sight to target them.

The only ones left are the ones hiding in the holes.


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

Zach shrugs and goes to pry up one of the metal plates.
Str check?: 1d20 - 2 ⇒ (17) - 2 = 15

I did a double take looking at my sheet because I think this is the first character I've ever made with a Str penalty.


Male Pig CR 1/3 Pig |

Zach grabs the metal plate, preparing for them to be heavy, Only to find they are pretty light, You find a pair of rats under it, One is unarmed, the one that is armed with the spear is much larger then any of the rats you've seen previously seen. They Hiss up at Zach

The one wielding the spear is a Medium sized

In case you guys think this combat is too much of a hassle, Combat is not necessary, and leveling up is not based on combat either, it's more based on progression, so honestly, Getting around combat or skipping it when you can is a quicker path to level up then smashing every squad of dorky rats you come across. I just feel like I should say that.


I dun feel like getting harried all the way down this tunnel and getting stabbed in the gooch on the regular


Male Pig CR 1/3 Pig |

It's your call, I just wanted to make it known that that's a viable option in many cases if you can pull it off, I have no special attachments to combat I won't mind. And you won't be punished in anyway beyond logical consequences such as getting stabbed in the gooch as you put it.


Male Pig CR 1/3 Pig |

Zack: Since you didn't really need to exert much effort to lift the plate It shouldn't really require a full action. I'll say it was a move action.

Mia: The cover was not a surprise, And Mia is smart enough to know that cover can't be shot past, once you saw the rat diving back into cover you didn't go through with your action, so you still have an action.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

If we are going to stay and fight, Mia readies an action to blast the next ratman that pops out of its underground tunnel.


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

L3VII sees no reason to spare rats that might try stabbing him in the back or cornering them against his friends. He steps over to slash at the bigger rat Zacharia revealed.

Slash: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d6 + 11 ⇒ (2, 3) + 11 = 16

Added in a +1 for higher ground since they're in holes.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

Zach pried open the metal lid, Mia readied an action and L33T-Boy attacked. I believe that means it's the GM's turn, now.


Male Pig CR 1/3 Pig |

L3VII's weapon cuts into the larger rat, hurting him good, but he remains standing.

Rynjin still has an action, since removing the cover was just a move action, like opening a door. If someone sees this before I get to my next break, someone ping him for me please.

I said this before But I'm going to start pinging folks more, I didn't want to do it because I felt like I would just be pestering people but it just seems like the thing you have to do, no biggie just adapting to the PBP culture is all.


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

Were any rats within reach? I thought they'd scurried off. if so:

Stabstabstab: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19


Male Pig CR 1/3 Pig |

Yes, they are essentially just under the Metal plate occupying the same space together. So basically diagonally below you.

Zach drives his weapon into the Medium sized Spearrat just managing to get through his leather armor, who after taking another powerful blow dies on contact, and collapses, falling down Five feet and leaving his Smaller companion cowering, Unarmed the Small rat leaps down the five foot drop into the tunnel and scurries away, His tail vanishing into the unseen tunnels beneath.

The other Spearrat not aware his companion has died, Pops back up ready to take another stab at Zach, And gets shot by a bolt of fire, Burning but not down he still swipes at Zach

Spear Thrust vs AC: 1d20 + 4 ⇒ (10) + 4 = 14

And he misses, He also only seems to notice his companion has not jumped up to join him after his attack, And you notice a sudden look of panic in his eyes. He drops back down, the metal clanking cover clanking behind him.

The Rat has spent his actions in this maneuver, so if you pull open the cover, He will still be within reach of anyone at the opening of the hole. Players Turn


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

L3VII steps over, yanks the cover up and takes a swing.

Slash!: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d6 + 11 ⇒ (6, 3) + 11 = 20


Male Pig CR 1/3 Pig |

And with that slash the second Spearrat Dies, The small rat like his counter part is gone, having fled deeper into the tunnel.

Neither of the Small rats where using their full actions, they where mainly there as "door holders" so the Big ones could pop up and down in one turn, So as soon as things got hairy they ran for it.

With that the immediate threat ends.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

"Great! No more flea-bags!" shouts Mia. "I'm Mia! Now let's get out of here. I have treasure to find and I need your help. Also, I know the least rat-infested path, so let's go! Move!" she adds, hurrying up her new acquaintances.


Male Pig CR 1/3 Pig |

Mia's use of horrible Anti-Ratfolk slurs has displeased porkus. But he's a pig god so he can't do nothing.

All joking aside, from the ranting of the ratfolk dead in the traps would indicate that there are far more out there who are aware of your presence, and they appear to have some obsession with acquiring a human, The only Human in your party being Ken.

1d100 ⇒ 6

If someone goes through the ratfolk's possessions you find:
-various gemstones spread among all of them equaling 35gp in Value
-One of the bigger rats has a Silver Locket on him.
x Most of their weapons and armor are ramshackle and no self respecting pawnbroker would purchase them.

6d20 ⇒ (4, 6, 7, 12, 13, 13) = 55
4d20 ⇒ (8, 14, 6, 18) = 46
3d20 ⇒ (19, 20, 14) = 53

Zach, Make a fort save please


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

L3VII shoves the stuff in his sack and gestures onward.

"Can't stick around too long. Can't tell how many more might be coming."


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

Fort: 1d20 + 5 ⇒ (5) + 5 = 10If it's a Disease I get an extra +2

"Yes, onward, ever onward."


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

"Wait! We must avoid the temple! We can take these tunnels here." Mia exclaims as she points at the map given to her by Dr.Ratstein. "Fewer of the mangy uglies this way... And it gets to the vault quicker. This is where we gotta go... Uh... You two."


Male Pig CR 1/3 Pig |

So unless you wish to do anything differently, The party moves along on the pushcart. It easily can hold the whole party, Ken offers to help pump the handle to move the cart along and assist the unseen servant.

Zach:
After the first Half hour of riding you notice the area on you shoulder where one of the blind rats had scratched you when you first entered the tunnels, is starting to swell and turn a sickly white, When you touch it it stings, Other then that it does not appear to have any adverse effects on you.

The Cart zooms at it's max speed, cutting your travel time to a fifth of what it would have been walking, After a good time riding in silence you come up to another pack of rat men.

They look like they where setting up some kind of ambush, As they are in the process of digging holes and moving dirt around, Not having a light or sound to alert you beforehand, you barrel right through them. Sending them skittering in all directions, but not before bouncing a pair of them off the makeshift cow bumper fixed to the front of the cart. Splattering the riders with a spray of blood.

8d6 ⇒ (4, 2, 6, 1, 1, 1, 5, 3) = 23
8d6 ⇒ (2, 1, 3, 6, 1, 3, 6, 6) = 28

If you decide to stop:
If you decide to stop, the rats are all gone, minus the two dead rats who hold a pitiful 10g worth of low value gems between them.

You continue along in the cart, You are not far from the first turn on your route, things have gone quiet again...

Perception Rolls vs DC 16:

L3VII: 1d20 + 5 ⇒ (5) + 5 = 10
Zacharia: 1d20 ⇒ 13
Mia: 1d20 + 2 ⇒ (2) + 2 = 4
Ken: 1d20 + 1 ⇒ (8) + 1 = 9

No succeeds

With the speed the Cart is moving at, you notice the shimmering air before it's too late, Your cart sailing into a section of tunnel full of some strange gas.

1d4 ⇒ 2
1d4 ⇒ 3

Everyone make a DC 13 Fort save vs Poison or fall asleep in 2 turns for 3 turns


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

You know... For passive Perception, you can just assume we're taking 10. Maybe add a -2 penalty if the characters are in a rush.

1d20 + 2 ⇒ (18) + 2 = 20


Male Pig CR 1/3 Pig |

Y'all would of failed then, I gave y'all a chance.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

Indeed... Although in this case it wouldn't have made a difference.


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

L3VII blinks as he inhales the strange gas...but is immune to sleep effects and thinks nothing of it. If anyone starts nodding off, he shakes them.

"Not the time to nod off now right?" He says to anyone who falls prey to the gas.


Male Pig CR 1/3 Pig |

You're acting as if the Gas was the only thing the perception check was for.

You hear the sprong of a crossbow string, And a quick flash as something strikes the side of the cart, A Green viscous substance appearing from the point of contact and splattering over the base of the cart, The Gunk getting caught up in the wheels causing them to stop, The metal wheels sending up sparks as it skids to a sudden jerking stop.

Make either a DC 15 Strength or Ride check to stay on the cart, if you fail you fly off it 15 feet and need to make a DC 18 Acrobatics or take 1d6 "falling" damage as you slam into and skid across the rocky ground.

You look around for what could have done that, but all you can make out is the shimmer of the gas, whatever did that has remained hidden through the chaos.

Ken Fort: 1d20 + 4 ⇒ (19) + 4 = 23
Ken Str: 1d20 + 3 ⇒ (2) + 3 = 5
Ken Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

Ken resists the gas, but is unable to hold onto the pushcart, flying off it, and then catching his feet before skidding.

I'm also going to be rolling for Ken now
I will have a battle map for you guys by tomorrow, for now you are not in combat for 3 turns, I also made a loot table tab near the battle maps link.

[/ooc]I still need a fort roll from Zach[/ooc]


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

Fort: 1d20 + 5 ⇒ (9) + 5 = 14

Ride: 1d20 + 4 ⇒ (3) + 4 = 7

Zach is thrown from the cart, slightly groggy from the gas.

Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13

He does a front flip, preparing to make a cool three-point landing. Unfortunately, he misjjudges the speed at which he was thrown from the cart, and face plants instead.

1d6 ⇒ 2

Quickly he gets up, wiping the blood from his face.

Surely nobody saw that.


Male Pig CR 1/3 Pig |
DM Darn wrote:
[/ooc]I still need a fort roll from Zach[/ooc]

I'll say no one saw that, if you promise to have not seen this.


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

StrONK: 1d20 + 4 ⇒ (9) + 4 = 13
L3VII tries to grip the sides of the cart. His fingers slip however and he is thrown free from the cart. He attempts to plant his blade in the ground to brake his momentum badassedly.

Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24

His speed causes him to spin a full circle around where he grips the handle before coming to a halt and pulling the sword free with a flourish in one fluid motion.

"Is everyone alright?" The surprisingly light-footed warrior says with concern before scanning the area around them.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

1d20 + 2 ⇒ (6) + 2 = 8 1d6 ⇒ 4

Mia falls off the cart and groans... More out of frustration than pain.

"I hate this place..."


Male Pig CR 1/3 Pig |

1d4 ⇒ 1

Everyone except L3vii feels a strange sense of levity come over them and find it hard not to laugh for no reason in particular, Though everyone resists the drowsiness that accompanies this feeling. A few seconds pass and from thin air materializes a ratman with a dagger in each hand he swings at L3VII.

Attack vs FF: 1d20 + 5 ⇒ (13) + 5 = 18
Offhand Attack vs FF: 1d20 + 5 ⇒ (6) + 5 = 11

He rolled the wrong person to attack first

The Creature who stands before you is a small ratfolk covered head to toe in a leather garb that leaves nothing but his tail exposed. He wears a belt that is covered in small fist sized canisters, Wears a gas mask, and wears a pair of goggles with red glowing lenses.

INIATIVE ROLLS:
Party: 1d20 + 4 ⇒ (17) + 4 = 21
enemy: 1d20 + 4 ⇒ (15) + 4 = 19

Parties turn.


F Catfolk Mage 3 - 20/24 hp; 1/3 fp; 4/6 mp - AC 13 [17] (tch 13; ff 11 [15]); Fort +4; Ref +4; Will +3; Init +4; Perception +2; Sense Motive +7; low-light vision; scent

"More of you?!" grunts Mia. "Leave us alone, you freaking bastards!"

The catfolk mage steps away and aims her staff at the area behind the shadowy rat. Glittering sparks of multiple colors fly from her weapon and explode on impact with the rocky wall, filling an area that goes from the wall itself to the rat-man.

- - -

That's is Glitterdust. Spending 2 mp to Boost it. The rat-man (and any creatures in the area behind him) must succeed on a Will saving throw (DC 16) or be Blinded for 3 rounds. Additionally, glittering sparky dust covers them, giving them a -40 to Stealth and making them visible even if they are (or become) invisible.

They may make a new saving throw every round, at the end of their turn to end the Blindness effect (but the glittering dust remains).


Male Pig CR 1/3 Pig |

1d20 + 3 ⇒ (3) + 3 = 6

The rat shrieks and scrabbles at his goggles, whatever they are used for, they dont seem to protect from this.

Rat is Blinded.


HP 8/8| AC 13 (Touch 13, FF 10); CMD 13|Fort +2, Ref +3, Will +3|Perception +1, Sense Motive +1|Darkvision| Initiative +3|

I've always found it odd that Glitterdust is a Will save.

Zach moves up and flourishes his blade, trying to make up for his epic fail earlier. He puts his hand on his sword, then pulls it from the sheathe while executing a 720 spin to slice into the two nearest rats prioritizing the blind one.

Spin Attack!: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15

If that hits any one of them I Claim it.


Male Pig CR 1/3 Pig |

Blindness is brutal, Also you only see one rat.

Zach's attack is caught by the rat's leather armor, the hard leather soaking the blow. Even blinded the Rat's well made armor does a good job at protecting him, Narrowly allowing him to deflect the blow.


Ah, whoops. I'll save the Tidal Blade then.


Android 42/42 HP AC 23 (tch 13; ff 21); CMD 20; Fort +6, Ref +4, Will +5
Constructed Bonuses:
+4 Racial vs Poison, Paralysis, Stun, Immune to Sleep, Disease, Fatigue & Exhaustion
; Perception +5; Sense Motive +8; Init +6

L3VII steps into flanking with Zacharia and tries to cut down the gasrat.

Copycat Strike: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 3d6 + 11 ⇒ (1, 4, 2) + 11 = 18

If it hits, I can use the same die roll it makes for an attack it makes on it's turn on my next attack. Also does 1d6 more damage.

Confirm Critical?: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18

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