GM Crunch and the Return of the Arclord's Envy (Inactive)

Game Master Saving Cap'n Crunch

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M Half-Elf Imperial Sorcerer 5: Spd:25, AC:23, HP:53/53, Fort:8, Ref:10, Will:9, Perc:8, Lowlight

Mordack will produce flame at the golem, his allies are in the way to do a burning hands hit: 9 + 1d20 ⇒ 9 + (8) = 17 vs touch
dmg: 6d8 ⇒ (7, 5, 7, 7, 1, 4) = 31 fire.


- INACTIVE - (playtest character)

Halgir strikes it with hammer and shield, then raises his shield in defense. "Ye'll have t' do better th'n that!" he shouts at it.

+1 Expert Warhammer: 1d20 + 12 ⇒ (11) + 12 = 23
bludgeoning, magic: 2d8 + 4 ⇒ (4, 8) + 4 = 16

+1 Expert Heavy Shield Spikes, double slice: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
piercing, magic: 2d6 + 4 ⇒ (5, 4) + 4 = 13

will use the shield block reaction if hit


- INACTIVE - (playtest character)

Elgolion takes the sword, leaps into the table and moves over to the golem, striking it with the sword!

longsword, attack: 1d20 + 9 ⇒ (5) + 9 = 14
slashing, ????: 1d8 + 4 ⇒ (5) + 4 = 9

action to take the sword, action to move adjacent, action to strike

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ah, I think it does. It has a 5-foot area, so that works.

Ogren, are you using Glimpse of Redemption again? If so, I'll put the enfeeblement back up.

Damage: 3d4 ⇒ (3, 1, 3) = 7

The golem reels away from the fire still floating around it. Halgir strikes true, but Elgolion's inexperience with the sword makes for trouble. It hits back hard. His quick shield and Ogren's power keep both safe.

Berserk Slam, Enfeebled vs. Halgir: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d12 + 1d4 + 1 ⇒ (11, 5) + (3) + 1 = 20

Slam, Enfeebled vs. Ogren: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d12 + 1 ⇒ (2, 9) + 1 = 12

Round Three/Four:
Elgolion
Halgir

Golem -63 (enfeebled 2, slow 1)
Sam
Mordack
Ogren
-25


Of, course! Ogren will use it every chance he can get!

Ogren gives everyone a thumbs up, though the shield in his hand makes it a bit difficult to see. "We're nearly there to knocking it out! Then maybe it will calm down?"

He takes a third swing with his 'scimitar' and a second swipe with his shield before raising the shield to try stopping further ouchies.

Swish, swoosh, +1 Expert Dogslicer: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Crit?: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Get back or I’ll boop you! Expert Shield Boss: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Crit?: 1d6 + 4 ⇒ (2) + 4 = 6


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Sam concentrates and the flaming sphere moves to harry the the golem.

He then takes a chance, producing a fiery ball in his hands once more and tossing it.

Damage - Flaming Sphere: 6d8 ⇒ (5, 1, 4, 5, 1, 5) = 21

To Hit TAC, Produce Flame: 1d20 + 7 ⇒ (12) + 7 = 19
Damage - Produce Flame: 6d8 ⇒ (3, 2, 6, 4, 1, 6) = 22


M Half-Elf Imperial Sorcerer 5: Spd:25, AC:23, HP:53/53, Fort:8, Ref:10, Will:9, Perc:8, Lowlight

produce flame: 9 + 1d20 ⇒ 9 + (10) = 19 vs TAC
dmg: 6d8 ⇒ (4, 3, 8, 3, 2, 2) = 22 fire

Sovereign Court

Bandits of Immenwood | Before the Dawn

Whoops, forgot that Flaming Sphere does no damage on a save. Reduced previous damage a bit. Sam, shouldn't your spell roll be higher?

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

Even more fire (with matching attack and damage rolls!) tears into the golem, as does Ogren. It totters, but through whatever passes for force of will in golems, it doesn't go down.

Round Four:
Elgolion
Halgir

Golem -122 (enfeebled 2, slow 1)
Sam
Mordack
Ogren -25


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Honestly, I'm surprised it gets a Reflex Save at all. But, not arguing. What do you mean by spell roll?


- INACTIVE - (playtest character)

Elgolion slashes at the golem and then takes a few steps back.

longsword, attack: 1d20 + 9 ⇒ (16) + 9 = 25
slashing, ???: 1d8 + 4 ⇒ (5) + 4 = 9

strike, step, step


- INACTIVE - (playtest character)

Halgir strikes at the golem with hammer and shield again, then raises his shield against the next attack.

+1 Expert Warhammer: 1d20 + 12 ⇒ (16) + 12 = 28
bludgeoning, magic: 2d8 + 4 ⇒ (6, 4) + 4 = 14

+1 Expert Heavy Shield Spikes, double slice: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
piercing, magic: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sam, the spell roll is used for most casting actions, like your touch attacks. With your stats, I think it'd be +9 (level plus stat) like Mordack. Pretty sure that changes with the final rules we know, because proficiencies get increased. But we aren't rolling with that.

Well him and his one remaining hit point are taking their book and going home...or not.

Halgir bashes the golem with all his might. At the same time, Elgolion tears right through the thing with the sword. Zanhanal was right! Already heavily charred, it crumples on the ground in several rancid pieces. It takes a few seconds for the noise to die down, papers still fluttering to the floor.

Combat over! Will update further in the morning.
Ogren -25

Sovereign Court

Bandits of Immenwood | Before the Dawn

With the golem defeated, its body and surroundings can be further examined. It's not a pretty sight. Though the pieces are now marred by the fire and weapons you took to it, a wide variety of other scorch marks can be seen. There are also a number of tiny punctures from the adamantine shrapnel.

On an untouched table in a corner lies a large parcel. It bears the name and mark of a local merchant: Ladhlia. Inside lies all manner of crafting materials.

Medicine or Survival DC 21:
The golem bears another set of wounds. They look like blunt impacts that forced stone and sand under the affected skin.

Arcana or Occultism DC 18:

Spoiler:
These wounds are the work of some sort of earthy summoned creature, such as an elemental or mephit.

If you hit 23 or higher on the Arcana or Occultism, open this one too:

Spoiler:
There are...paper cuts? Fine slivers of paper can be found along with the dirt and stone. You remember an uncommon, flamboyant practice among mages. Scrolls sometimes can be tweaked to give their summons paper-like appearance and qualities.

Arcana or Crafting DC 18:
The materials look most suitable for building a trap or other defensive mechanism.


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

I probably did it all wrong, BAB+Dex! Arcane Sense Feat - Your study of magic allows you to sense its presence around you instinctively. You can cast level 1 detect magic as an innate spell at will. If you are a master of Arcana, it becomes level 3, and if you are legendary in Arcana, it becomes level 4. Anyone know why they skipped Expert & Level 2?

Glad that's over with, everyone alright?

Hmm... these materials, perhaps good for constructing a trap of sorts. But, here... Give me some time to scan for magic.

Sam attuned to all things magical, extends his senses (Arcane Sense)... and canvasses the room.

Arcana check: 1d20 + 10 ⇒ (8) + 10 = 18


- INACTIVE - (playtest character)

medicine or survival: 1d20 + 7 ⇒ (9) + 7 = 16

Elgolion looks at the sword.
can he tell what the stuff coating it is?

He looks around at the party.
"I see I am in capable company." He says with a smile.


- INACTIVE - (playtest character)

survival: 1d20 + 7 ⇒ (14) + 7 = 21

"Unh. See 'ere, th' thing was already hurt!"


- INACTIVE - (playtest character)

arcana: 1d20 + 8 ⇒ (7) + 8 = 15

Halgir was pointing out the Arcana/Occultism check inside the Medicine/Survival spoiler. Please attempt it, Sam and Mordack

"Right you are, Master Dwarf. You are sharp eyed" for your kind. "Alas, I can't tell what might have caused this."


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Sam made Arcana (barely 18) and Halgir made Survival. You are free to peek at both! Oops, forgot I took Survival... being a proper tomb raider, and all.

Hurt? What are you noticing... hurt how, do you reckon?

Survival: 1d20 + 7 ⇒ (11) + 7 = 18


- INACTIVE - (playtest character)

did you look at the survival spoiler? I was trying to say there's another Arcana check in there


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Holy nested spoilers Batman!

Arcana, nested spoiler: 1d20 + 10 ⇒ (5) + 10 = 15
Occultism, nested spoiler: 1d20 + 9 ⇒ (4) + 9 = 13


M Half-Elf Imperial Sorcerer 5: Spd:25, AC:23, HP:53/53, Fort:8, Ref:10, Will:9, Perc:8, Lowlight

Arcana inside the survival check: 5 + 1d20 ⇒ 5 + (11) = 16

Sovereign Court

Bandits of Immenwood | Before the Dawn

The sword was normal, coated by a weapon blanch. Looks like it would make it deal damage as an adamantine weapon for a while.

Yeah, how some of these checks are done in playtest (especially PbP) kind of rankle. I took out the secret rolls entirely and let you roll at the start.

You aren't so sure what to make of the golem. Thankfully, however, there are still other leads to follow. Kefanes' body, once recovered, could yield more clues. This merchant Ladhlia may also know something.

After some delay, Eiab and Zanhanal rush back in. "Thank the Eye, you didn't burn this place down. And you put the sword to good use," Zanhanal says, retrieving her weapon.

Where to?


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Detect Magic via Arcane Sense?


- INACTIVE - (playtest character)

"Le's go get this bloke's body." Halgir suggests.


- INACTIVE - (playtest character)

Elgolion moves to follow Halgir's lead. "I am not from around here. I wonder, is there anyone we could consult or even pay to tell us more about this construct and where it came from?"

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sorry, it wouldn't let me post last night.

Sam doesn't detect any lingering magic in the workshop. As you are all new to Nex, Elgolion figures Ladhlia would be as good a bet as any for answers. But first, Kefanes needs a rescue.

A quick talk with the guards or other locals tells you that there are two golems, one green and one crimson, that walk the city all day. They aren't hard to find, and with only a cursory expedition, you see your target: The golden Arclord's body is wedged in a gap under the red golem's foot.

Okay, this works as a combat encounter, as everyone has the usual 3 actions. I wouldn't recommend attacking it, though. Here are some actions you can take. If you want to improvise something, feel free. The golem (or rather, its foot) moves at 40 feet per round, so you'll have to match that.

Ogren, if you want to heal beforehand, that's okay.

Climb the Foot (one action):
If you're adjacent to the golem, you can make a DC 18 Athletics check to get on the foot. From there, you must stay on to free the corpse.

Ride the Foot (one action):
If you've successfully climbed on the foot, you must make a DC 18 Acrobatics check to maintain your balance. If you fail, you fall off, on a critical failure you also fall prone (needing another action to get up).

Free Kefanes (one action):
While on the foot, you can make an Athletics or Thievery check to pry Kefanes out. It requires multiple successes to finally achieve.

Stay Hidden (one action):
If you're within 10 feet of the foot (so, if you're riding on it or are trying to, make a DC 14 Stealth check to avoid its notice.

Distraction (one action):
Alternatively, you can cut ahead of the golem and keep its focus away from other party members. Make a DC 19 Bluff or Intimidate check. On a success, the rest of the party need not make Stealth checks this round.

Round One:
Elgolion
Halgir
Sam
Mordack
Ogren
-25


Ogren takes a moment while everyone else is scouring the shop to pull out a few herbs and cast a spell on himself. Heal, 1 action variant: 5d8 + 4 ⇒ (2, 2, 7, 7, 7) + 4 = 29

He then joins everyone in scouring the place, but is quickly distracted by all sorts of shiny, sparkly, and tasty looking things that he is barely any help at all.

-----------------------------

When the group comes up on the golem, Ogren tries to place himself far far ahead of it, getting 50 feet out and then tries his best to look intimidating.

Intimidation: 1d20 + 5 ⇒ (2) + 5 = 7


M Half-Elf Imperial Sorcerer 5: Spd:25, AC:23, HP:53/53, Fort:8, Ref:10, Will:9, Perc:8, Lowlight

Mordack will climb the foot He has spider climb spell which he will cast if that gives him any bonuses, also athletics check athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Sovereign Court

Bandits of Immenwood | Before the Dawn

Mordack, remember your Stealth check.

Ogren cuts ahead while Mordack prepares to get aboard. The little goblin doesn't provide a sufficient distraction, however.

Round One:
Elgolion
Halgir
Sam

Mordack
Ogren


- INACTIVE - (playtest character)

Halgir runs ahead and tries to create a distraction.

intimidate: 1d20 + 5 ⇒ (19) + 5 = 24 additional +1 if this is coercion or demoralization


- INACTIVE - (playtest character)

Elgolion jumps on, climbs up, and pulls at Kefane

athletics: 1d20 + 10 ⇒ (8) + 10 = 18
acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
Athletics: 1d20 + 10 ⇒ (11) + 10 = 21

Sovereign Court

Bandits of Immenwood | Before the Dawn

Okay, never mind Mordack.

Halgir manages to get the golem's attention, for better or for worse. It stomps after him, leaving Mordack and Elgolion to jump on and start prying.

Round One:
Elgolion (aboard)
Halgir
Sam
Mordack (aboard)
Ogren


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Would Dancing Lights distract?

Sovereign Court

Bandits of Immenwood | Before the Dawn

It's distracted for this round, but you can try that later. Let's say you could make a spell roll, I'll set a DC a bit higher than normal.


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Maybe we should have planned this better, throwing downa like or something.

Sam, throwing caution to the wind... Attempts to hitch a ride.

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10

Wasn't quite sure if you needed two rolls. Hope not!

Sovereign Court

Bandits of Immenwood | Before the Dawn

Not for now, Acrobatics comes at the start of each round.

The golem trundles on, eyes to the ground but still unaware of its cargo.

Those aboard can make Acrobatics checks now. Were this F2F I'd ask whoever's distracting to roll first, instead just roll Stealth and it may not matter.

Round Two:
Elgolion
(aboard)
Halgir
Sam
(aboard)
Mordack (aboard)
Ogren


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Sam holds on for dear life, remembering some legend about a world of sand and riders on giant worms, that burrow beneath the surface.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19

Sovereign Court

Bandits of Immenwood | Before the Dawn

Remember, you still have one action to try prying Kefanes out. Two if the golem gets distracted.


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

The wizard, in sheer disbelief... tugs at the body.

Athletics: 1d20 + 6 ⇒ (13) + 6 = 19


As the leg comes closer, Ogren gives all of the people on the leg a slightly jealous look, before he jumps up and tries to clamber up the giant big toe.

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

Sliding back down to his arse, he stands up brushes himself off and then goes for the arch of the foot!

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

He fails to find puchase on the anything and comes back down again!

If he has to make a stealth check:
Stealth: 1d20 - 1 ⇒ (11) - 1 = 10
Despite all the shiny clinking metal armor, Ogren sstays pretty silent as he moves, until he gives a shout, "Lookit me! I'm being a proper SNEAKY goblin! I ain't been a proper SNEAKY goblin for years! This is fun!"

If he doesn't
Ogren gives a growl, "I wanna ride the giant too! I'm coming up!"
He then goes for the heel!

Athletics: 1d20 + 5 ⇒ (6) + 5 = 11

Oh the dice are not liking Ogren!


- INACTIVE - (playtest character)

Halgir stays just ahead of the golem two strides to move forty feet

Then he waves his arms at it.

intimidate: 1d20 + 5 ⇒ (16) + 5 = 21


- INACTIVE - (playtest character)

Elgolion tries to stay on.

acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26

Then he focuses on trying to pull Kefanes's body off of the foot.

Athletics: 1d20 + 10 ⇒ (15) + 10 = 25

Athletics: 1d20 + 10 ⇒ (20) + 10 = 30

Sovereign Court

Bandits of Immenwood | Before the Dawn

While Halgir distracts the construct, Sam and Elgolion are able to pry the broken shabti from the foot. After that, it's a simple manner of running off with your prize as fast as possible. You've gotten what you needed, and that short while constituted more than enough time spent near the Quantium golem.

A few curious bystanders had watched your progress, some shouting for you to get away. Most stood idly by, or chuckled at poor Ogren.

Will post further tomorrow morning.

Sovereign Court

Bandits of Immenwood | Before the Dawn

The shabti's body has been pulverized by its underfoot journey. Miraculously in one piece, though, as a result of tough construction. The gold is mostly for show, and is scratched off in many places.

A scrap of a letter can also be found on the corpse. It details the sender's willingness to buy Collected Directives from Kefanes. It mentions they will be at an upcoming Merchant's League event to discuss the sale, but sounds slightly threatening throughout.

Finally, a ring is firmly attached to the Arclord's finger, but it can be removed. It is determined to be a ring of counterspells with a fireball inside. A sound defense, but of little use when being crushed by a golem.

Medicine:
DC 18:
Spoiler:
The body bears other noticeable wounds, mostly bludgeoning impacts from the flesh golem. The blows that forced dirt under the golem's skin are also in evidence. You can now tell they likely came from a summoned creature from the Plane of Earth, likely an elemental or mephit.
DC 23:
Spoiler:
There are...paper cuts? Fine slivers of paper can be found along with the dirt and stone. You remember an uncommon, flamboyant practice among mages. Scrolls sometimes can be tweaked to give their summons paper-like appearance and qualities. Not something an accomplished summoner would do, but rather someone who needed a scroll to conjure allies.

Society:
DC 19:
Spoiler:
Subtle hints in phrasing and word choice in the letter suggest the writer's native language was Vudrani.


- INACTIVE - (playtest character)

Medicine: 1d20 + 7 ⇒ (18) + 7 = 25

"It seems our friend here went through quite the battle before he died."

Team, read all the Medicine Spoilers; Elgolion unlocked them all


M Half-Elf Imperial Sorcerer 5: Spd:25, AC:23, HP:53/53, Fort:8, Ref:10, Will:9, Perc:8, Lowlight

society: 1d20 + 5 ⇒ (6) + 5 = 11


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Become a Pathfinder and feel the rush, right? Wild ride, my friends.

Now, let's see what we have here. Sam joins the others in examining the evidence.

I've always found it strange that you can "hear" a person's accent in their written language, the phraseology and articles mostly. Vudrani, most likely - the writer of this. Along with the physical evidence a Vudrani scroll-using summoner.

Paper tiger, indeed.

Medicine, untrained: 1d20 + 2 ⇒ (9) + 2 = 11
Society: 1d20 + 9 ⇒ (12) + 9 = 21

I hadn't seen the ooc to check spoilers before I rolled. Must have been added, obviously after the roll. Playtest question, how does an Untrained Skill check roll work?

Would Lore (Secret Society) Expert do anything here?


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Sam considers, the trafficking of such a tome. There are those who would know more intimately, the current market.

Lore (Underworld), Unmistakable Lore: 1d20 + 10 ⇒ (5) + 10 = 15


Male Human Wizard 5 | HP: 38/43 | AC: 19/19 | Fort: +6 | Ref: +9 | Will: +8 | Perc: +8

Also, the spoiler says bludgeoning from the flesh golem? I thought the flesh golem was his.

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