Miteke's Legacy of Fire

Game Master miteke

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Still have to deal with the stuck door or try another one.


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Lupe pulls at the door with all the strength he can and a little help from his god's blessing. He cast guidance and goes for it using a kuni as a crowbar.

Door Str: 1d20 + 3 + 1 + 2 ⇒ (20) + 3 + 1 + 2 = 26


Lupe Fiasco wrote:

Lupe pulls at the door with all the strength he can and a little help from his god's blessing. He cast guidance and goes for it using a kuni as a crowbar.

[dice= Door Str]1d20+3+1+2

Can I aid other here since I have high strength?


Female Android Witch (Protection) 2|HP: 12/12|AC: 12/12/10|Saves: +1 Fort, +3 Ref, +5 Will (+4 vs. paralyze, poison, stun, mind-affecting)|Init: +2|Perc: +4

Sarona looks towards the sound of the gunshot and sees Lady Vulpina walking away from the spider corpse.

"...interesting solution."


With a 26?! No need. that door pops right open like a cork from a wine bottle when using an opener. In fact, I'm tempted to make anyone near the door make a reflex ST to avoid being hit by the door :)

Lupe motions Katsumi aside and shows him that he has just the tool for this. Wedging the crowbar into the seam he gives a deceptively smooth push and with a load creak and *pop* the door quickly swings open revealing mold, mold, and more mold covering a stairway and the walls leading down.

DC 14 dungeoneering:
It does not look like the mold is dangerous, but something looks off. The mold is not distributed normally. There should be clumping in the damp areas but the mold seems to be arranged in streaks pointed at the door.


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

"It smells bad in here."


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Kn(Dungeoneering), Take 10: 10 + 5 = 15

Katsumi paused to survey the room. "The mold itself doesn't seem to be dangerous, but it's growing oddly. It should be clustered in damp spots instead of in streaks." He moved over to where some sand had blown in through one of the many cracks in the building and gathered up a handful. With two fistfuls of the stuff, he tossed the particles into the moldy room, carefully looking at how they fell.

Mold liking to grow in damp areas + streaks that look like they're going to/from the door makes me think something damp has moved back and forth like that. Which makes me think of an ooze of some sort, so I'm basically trying to check if there's a near-invisible blob in that area.

"The next question is if we should clear this floor first or go ahead and head down these stairs."


The experiment produces no interesting results. The dust flies and the dust settles.


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Seeing the blank looks of his compatriots, Katsumi took it upon himself to make a decision. "I think it would be best to finish exploring this level before we venture down into unknown depths." He carefully closed the door, looking for some quick way to bar it from this side. Regardless of if he finds one- He then headed back to check the other door out of the sleeping quarters they had not yet checked, first listening at it and when he heard nothing, attempting to open it.

Perception: 1d20 + 1 ⇒ (2) + 1 = 3


CN Kitsune Picaroon 1/Mysterious Stranger/Scatter Gunner 1 | Panache 6/6 | AC 14, T 13, FF 11 | 18/18 hp | Fort +3, Ref +7, Will +1;| Init +3 | Percep +5 | Low-Light Vision | CMD 15

”We may as well,” says Vulpina with a shrug. She follows after Katsumi, and assumes the rest will be in tow while they do another sweep.

Taking 10 on Perception!


Katsumi hears nothing and neither does the Kitsune. He opens the door and sees what looks like a run down mess hall. Three long wooden tables and dozens of chairs that once lined the room are in shambles, mostly rotted away with the passage of years. Light shines through several large holes in the ceiling, illuminating the door on the east side you just opened.


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Katsumi warily moved into the room, looking over the pile of rotted wood and nudging it with his blade to check if there were creatures making their homes in it.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2 Well, unless he gets attacked, he doesn't see anything. If he doesn't get attacked, he moves to look out the northern door/opening.


Fortunately for the blind and deaf Katsumi, there is nothing in the room except harmless insects and a few spiders, also harmless. Not the best place to set up camp, though. In fact most of the rooms seem a bit underwhelming unless you like getting rained on. If the whole group does move into this place, there is a decided lack of rooms that would prove comfortable without some work.


Female Android Witch (Protection) 2|HP: 12/12|AC: 12/12/10|Saves: +1 Fort, +3 Ref, +5 Will (+4 vs. paralyze, poison, stun, mind-affecting)|Init: +2|Perc: +4

Sarona opts to examine the room as well.

Perception?: 1d20 + 4 ⇒ (18) + 4 = 22


Sarona confirms Katsumi's observations. The room looks like there are no occupants and in bad need of repair.
Really. Nothing to see here. Move along. Move along.


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)
Katsumi Ishikawa wrote:
If he doesn't get attacked, he moves to look out the northern door/opening.

Already moved along. :-P


As you finish up exploring the serving area you take a look through the archway into the kitchen area. As soon as you peer through, however, you get an incoming wave of miniature arrows.

to hit: 1d20 + 3 ⇒ (18) + 3 = 21
to hit: 1d20 + 3 ⇒ (18) + 3 = 21
to hit: 1d20 + 3 ⇒ (7) + 3 = 10
to hit: 1d20 + 3 ⇒ (14) + 3 = 17

Two of which actually hit. Well, three if you do not manage to spot them before they fire a volley at you, since you will be flat footed. See if you can beat the gremlin's stealth of

Stealth: 1d20 + 17 ⇒ (9) + 17 = 26
Stealth: 1d20 + 17 ⇒ (2) + 17 = 19
Stealth: 1d20 + 17 ⇒ (15) + 17 = 32
Stealth: 1d20 + 17 ⇒ (10) + 17 = 27


The room is a large kitchen complete with walls lined in shelves and cupboards, a huge central table, and an enormous oven against the north wall which seems in pretty good repair Unlike anything made of wood, which it is not of course). Several drawers and cupboard doors stand askew, and the floor here is a jagged field of broken glass, smashed pottery, bits of sharp stone, jagged bones, and discarded cutlery.

The pugwampi's are hidden behind the things on the shelves.

Give me an hour and I'll set up the combat card. I put you all in somewhat random locations based on your personalities and the belief that all of you would be involved in the search of the mess hall.


init:

Katsumi: 1d20 + 4 ⇒ (19) + 4 = 23
Lady Vulpina: 1d20 + 3 ⇒ (18) + 3 = 21
Casper: 1d20 + 3 ⇒ (14) + 3 = 17
Lupe and wolf: 1d20 + 2 ⇒ (6) + 2 = 8
Rahella: 1d20 + 2 ⇒ (19) + 2 = 21
Sarona: 1d20 + 2 ⇒ (18) + 2 = 20
Sarona's familiar: 1d20 + 2 ⇒ (5) + 2 = 7
gremlins: 1d20 + 5 ⇒ (19) + 5 = 24

The gremlins get off another volley before anyone can react and pelt Katsume AGAIN, though this time they manage to mess it up as they simultaneously scramble for new hiding places.

to hit: 1d20 + 3 ⇒ (7) + 3 = 10
to hit: 1d20 + 3 ⇒ (6) + 3 = 9
to hit: 1d20 + 3 ⇒ (7) + 3 = 10
to hit: 1d20 + 3 ⇒ (5) + 3 = 8

stealth blue, sniping: 1d20 + 17 - 20 ⇒ (14) + 17 - 20 = 11
stealth red, sniping: 1d20 + 17 - 20 ⇒ (3) + 17 - 20 = 0
stealth green, sniping: 1d20 + 17 - 20 ⇒ (11) + 17 - 20 = 8
stealth black, sniping: 1d20 + 17 - 20 ⇒ (7) + 17 - 20 = 4

If you can get line of sight to the kitchen and make a perception roll you can spot one to hit, otherwise you have no idea where they scuttled off to.

Combat Card
Bold may go.

Katsumi
Lady Vulina
Rahella
Casper
Sarona
Lupe and his wolf
Sarona's familiar

Gremlins


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Lupe urges Wolf onward in the room Wolf smells for the creature (Scent). Lupe scans the area that Wolf is smelling.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Then he takes swing at the creature.

Are these ppugwampi still?

Bastard Sword Attack (S) 19-20: 1d20 + 0 + 3 + 1 ⇒ (1) + 0 + 3 + 1 = 5
Bastard Sword Attack (S) 19-20: 1d20 + 0 + 3 + 1 ⇒ (15) + 0 + 3 + 1 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Male Human Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2

Am I adjacent to anything? I'm just going to ready an action if I'm not in line to strike.


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
So seems like I can see all but blue

Sighing, Katsumi rushed into the room and swung at one of the creatures.
To hit vs Green: 1d20 + 5 ⇒ (15) + 5 = 20
To hit vs Green: 1d20 + 5 ⇒ (19) + 5 = 24
Nonlethal damage: 1d4 + 1 ⇒ (4) + 1 = 5


@Lupe
Yes, they are Pugwampi which means that you need to make two successful rolls in order to hit.

@All
Also, let me know if you are using a cold iron weapon. I'll assume not unless otherwise stated.

@Katsumi/Lupe
In addition, you find that the floor debris is dangerous and requires a pair of successful DC 12 reflex ST rolls or get your feet cut up a bit.

@Casper
Check out the link at the top of this page to see the map. You are in the Mess hall and the varmits are in the kitchen. It is extremely unlikely that you will see combat if you remain where you are.

Combat Card
Bold may go.

Katsumi (need reflex rolls for wolf)
Lady Vulina
Rahella
Casper (allowing a change in action since there is no point in waiting for them to come to you)
Sarona and her familiar

Lupe and his wolf (need reflex rolls for wolf)
Green Gremlin (-3, nonlethal)
Other gremlins


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Ref for Wolf: 1d20 + 5 ⇒ (18) + 5 = 23

"Good job buddy!"

No special material on this weapon.


Male Human Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2
miteke wrote:

@Lupe

Yes, they are Pugwampi which means that you need to make two successful rolls in order to hit.

@All
Also, let me know if you are using a cold iron weapon. I'll assume not unless otherwise stated.

@Katsumi/Lupe
In addition, you find that the floor debris is dangerous and requires a pair of successful DC 12 reflex ST rolls or get your feet cut up a bit.

@Casper
Check out the link at the top of this page to see the map. You are in the Mess hall and the varmits are in the kitchen. It is extremely unlikely that you will see combat if you remain where you are.

Combat Card
Bold may go.

Katsumi (need reflex rolls for wolf)
Lady Vulina
Rahella
Casper (allowing a change in action since there is no point in waiting for them to come to you)
Sarona and her familiar

Lupe and his wolf (need reflex rolls for wolf)
Green Gremlin (-3, nonlethal)
Other gremlins

I'll move into the kitchen besides Lupe to potentially get flanking or AoO action.


CN Kitsune Picaroon 1/Mysterious Stranger/Scatter Gunner 1 | Panache 6/6 | AC 14, T 13, FF 11 | 18/18 hp | Fort +3, Ref +7, Will +1;| Init +3 | Percep +5 | Low-Light Vision | CMD 15

Vulpina bobs her head; "Finally, a reason to come here that necessitates more than one of us," she chuckles, trotting along with pistol drawn.

Positioning isn't quite there yet, so she'll take Total Defense for now. +4 AC.


Lupe Fiasco wrote:

Ref for Wolf: 1d20 + 5 ⇒ (18) + 5 = 23

"Good job buddy!"

No special material on this weapon.

@Lupe

Wolf needed to make two rolls due to the unluck effect.
Second roll - Ref for Wolf: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d3 ⇒ 3

Poor wolf gets all excited about the praise and manges to dance into the wrong place and bloodies a paw.

Casper also dares the nasty carpet and moves up alongside Lupe/Wolf. Please make two ref STs

Combat Card
Bold may go. Italics need response.

Katsumi (3 HP non-lethal damage) (Need reflex rolls for shards on ground)
Lady Vulpina
Rahella
Casper (Need reflex rolls for shards on ground)
Sarona and her familiar
Lupe
Wolf (bloodied paws to the tune of 3 HP damage)
Blue Gremlin (11 stealth)
Red Gremlin (0 stealth)
Green Gremlin (-3 nonlethal, 8 stealth)
Black Gremlin (4 stealth)


female human arcanist 2 | HP 12/12; THP 0/4; N/L 4/10 | AC 12, TAC 12, FF 10 | F +0, R +2, W +3 | CMB 0, CMD 12 | Init +2 | Per +0 | Reservoir (2/7); Spells: 1-st (4/4)

Rahella went with her companions as they continued their explorations, first a dark cupboard of some kind, then finding a stairway down they decided to leave for later, and then finding the old mess hall. There wasn't much of interest in these rooms so they continued on. Their next room, what turned out to be the old kitchen, was a change of pace as a sudden volley of tiny arrows came flying and stuck in Katsumi's armor. Rahella was quite relieved she left the door opening and enterings tot eh "professionals".

Shifting over to the doorway after the others had their chance to go in Rahella looked for a target to send a spell at...
Perception: 1d20 ⇒ 2
Unluck: 1d20 ⇒ 14
...but found herself far too busy trying to stifle a laugh at the fact Katsumi was starting to look like a porcupine.

Pretty sure I don't see any gremlins to cast on. In case I do...
Acid Splash: 1d20 + 2 ⇒ (4) + 2 = 61d3 ⇒ 3
Does it hit?: 1d20 + 2 ⇒ (10) + 2 = 12


Actually there was one (red) with a stealth of 0. Stealth + sniping is very difficult to pull off. But you missed anyway. Thanks for rolling twice! Pleas comment in discussion about whether I should make the unluck reroll when someone forgets.


M Human (Tian-Min) Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
1d3 ⇒ 1


Combat Card
Bold may go. Italics need response.

Katsumi (-3 NL, -1 HP)
Lady Vulpina
Rahella
Casper (Need reflex rolls for shards on ground)
Sarona and her familiar
Lupe
Wolf (bloodied paws to the tune of 3 HP damage)
Blue Gremlin (11 stealth)
Red Gremlin (0 stealth)
Green Gremlin (-3 nonlethal, 8 stealth)
Black Gremlin (4 stealth)


Sarena moves to a position where she can see what is going on and the Green and black gremlins slip away to hide itself somewhere new.

No AoO unless you can beat the stealth.
stealth - green: 1d20 + 17 ⇒ (17) + 17 = 34
stealth - black: 1d20 + 17 ⇒ (1) + 17 = 18

target: 1d3 ⇒ 1
shatter or not: 1d100 ⇒ 43
shatter or not: 1d100 ⇒ 49

Red and Blue take aim at Katsumi and try to whittle him down a bit.
to hit, green: 1d20 + 3 ⇒ (20) + 3 = 23
crit confirm: 1d20 + 3 ⇒ (18) + 3 = 21
to hit: 1d20 + 3 ⇒ (17) + 3 = 20

Well, dang, Katsumi. Is your coat of arms painted on your helmet face and do they happen to be concentric red and white circles?

The little barbs fly true and one embeds itself up Katsumi's left nostril quite painfully. (3 NL damage)

stealth, sniping, Red: 1d20 + 17 - 20 ⇒ (4) + 17 - 20 = 1
stealth, sniping, Blue: 1d20 + 17 - 20 ⇒ (1) + 17 - 20 = -2


Combat Card
Bold may go. Italics need response.

Katsumi (-6 NL, -1 HP)
Lady Vulpina
Rahella
Casper (Need reflex rolls for shards on ground)
Sarona and her familiar
Lupe
Wolf (-3 HP)

Blue Gremlin (-2 stealth)
Red Gremlin (1 stealth)
Green Gremlin (-3 NL, 34 stealth)
Black Gremlin (18 stealth)


Male Human Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2
miteke wrote:

Combat Card

Bold may go. Italics need response.

Katsumi (-6 NL, -1 HP)
Lady Vulpina
Rahella
Casper (Need reflex rolls for shards on ground)
Sarona and her familiar
Lupe
Wolf (-3 HP)

Blue Gremlin (-2 stealth)
Red Gremlin (1 stealth)
Green Gremlin (-3 NL, 34 stealth)
Black Gremlin (18 stealth)

1d20 + 3 ⇒ (19) + 3 = 22


Casper's second reflex roll: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2

Am I in a position to hit anything?


@Casper
You might be able to spot one of the hiding Pugwampi and they might be next to you, but remember to roll perception twice due to the unluck effect.

You can definitely target one with a ranged weapon.

You could move and attack one but then you have to take a chance on cutting your foot.

Also, please make the reflex rolls (two of them because of the unluck) to see if you took damage when you entered the room.


Male Human Unchained Rogue (Knife Master) 1/Fighter 1/Alchemist (Vivesectionist/Toxicant) AC 16 (Leather Armor (+2), Dex (+4),), touch 14, flat-footed 10 HP 25 Current/Total 24 Fort +5, Ref +6, Will -2
miteke wrote:

@Casper

You might be able to spot one of the hiding Pugwampi and they might be next to you, but remember to roll perception twice due to the unluck effect.

You can definitely target one with a ranged weapon.

You could move and attack one but then you have to take a chance on cutting your foot.

Also, please make the reflex rolls (two of them because of the unluck) to see if you took damage when you entered the room.

2 additional reflex rolls, or does that refer to what I already rolled?


Sorry, no. Only make two reflex rolls if you move. I went back to the combat card and skipped the part where the rolls were made. My bad.


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Lupe will have Wolf find the closest one using scent.

Bastard Sword Attack (S) 19-20: 1d20 + 0 + 3 + 1 ⇒ (1) + 0 + 3 + 1 = 5
Bastard Sword Attack (S) 19-20: 1d20 + 0 + 3 + 1 ⇒ (18) + 0 + 3 + 1 = 22
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Relavent scent text:
The Creature can take a Move Action to note the direction of the scent. When the Creature is within 5 feet of the source, it pinpoints the source's location.


female human arcanist 2 | HP 12/12; THP 0/4; N/L 4/10 | AC 12, TAC 12, FF 10 | F +0, R +2, W +3 | CMB 0, CMD 12 | Init +2 | Per +0 | Reservoir (2/7); Spells: 1-st (4/4)

Rahella was aggravated when her spell missed but it seemed to be the way fighting these things went. She once again gathered up a tiny glob of acid and sent it flying at the pugwampi that was taking the most hits in order to try and then the crow a little.

acid splash: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 131d3 ⇒ 1
does it hit: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6


Wolf locates the closest one as just out of reach. Do you move towards it so that you will have that swing? If so, make the reflex rolls to avoid Wolf getting cut up.

The area of the room with the shelves and such shown are available for movement but they are a mess with lots of bulky items to step around or under.

Treat them as areas where you need to squeeze to fit into. Alternatively, Katsumi may slide over a bit and I will allow you both to occupy the half spaces of each square and avoid the squeezing.


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Ref: 1d20 + 5 ⇒ (10) + 5 = 15
Ref: 1d20 + 5 ⇒ (19) + 5 = 24


Female Android Witch (Protection) 2|HP: 12/12|AC: 12/12/10|Saves: +1 Fort, +3 Ref, +5 Will (+4 vs. paralyze, poison, stun, mind-affecting)|Init: +2|Perc: +4

Sarona hangs back, the tight quarters of the room beyond making it impossible to bring her offensive magics to bear.

She simply glares at the nearest pugwampi to make it easier to strike.

Evil Eye hex on nearest pugwampi, targeting AC, DC 15 Will to avoid it sticking for 7 rounds--successful save means it sticks for 1 round.


@Casper
You can try a missile weapon or try to intimidate one of them if you know gnoll or undercommon. You can try to aid another action to boost one of their attacks or defense, but you would need to enter the room and get into melee to do that.

Lupe and Wolf forge forward nimbly and take a swing at one of the braver gremlins but misses. Sarona glares at a gremlin but it (almost) ignores her, focused on the large warriors up in its face.

will st: 1d20 + 4 ⇒ (20) + 4 = 24

Katsumi moves forward to try and pulverize the other visible gremlin and does manage to land a blow, but the glass on the ground cut him pretty badly.

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d3 ⇒ 3

To hit vs Red: 1d20 + 5 ⇒ (10) + 5 = 15
To hit vs Red: 1d20 + 5 ⇒ (11) + 5 = 16
Nonlethal damage: 1d4 + 1 ⇒ (2) + 1 = 3

Combat Card
Bold may go.

Katsumi (-6 NL, -4 HP)
Lady Vulpina
Rahella
Casper

Sarona and her familiar
Lupe
Wolf (-3 HP) (still has a standard action left, I believe)
Blue Gremlin (-2 stealth)
Red Gremlin (-1 NL, 1 stealth, evil eye 1 round)
Green Gremlin (-3 NL, 34 stealth)
Black Gremlin (18 stealth)

Note that you only know that Green is there because Wolf says so. it is pretty well hidden at the moment.


AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

Wolf attacks.

Bite (BSP): 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Bite (BSP): 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


The wolf comes ever so close to snagging the little buggers foot and dragging him down from the shelves, but a cabinet door is jarred loose and swings down and protects it at just the right moment.

Combat Card
Bold may go.

Katsumi (-6 NL, -4 HP)
Rahella
Sarona and her familiar
Lupe
Wolf (-3 HP)
Lady Vulpina
Casper

Blue Gremlin (-2 stealth)
Red Gremlin (-1 NL, 1 stealth, evil eye 1 round)
Green Gremlin (-3 NL, 34 stealth)
Black Gremlin (18 stealth)

Note that you only know that Green is there because Wolf says so. it is pretty well hidden at the moment.


CN Kitsune Picaroon 1/Mysterious Stranger/Scatter Gunner 1 | Panache 6/6 | AC 14, T 13, FF 11 | 18/18 hp | Fort +3, Ref +7, Will +1;| Init +3 | Percep +5 | Low-Light Vision | CMD 15

Vulpina cocks her pistol... and waits.

Readied Action: Fire If Visible Enemy And Also If I Can Do It Without Hitting an Ally: 1d20 + 3 ⇒ (1) + 3 = 4
That’s a misfire, even, unless I can clip someone and roll again ;D


I'm botting Casper.

Capser pulls out an extra shirt from his packs and prepares to clean the square next turn, while thinking about how the rest of the group is a bunch if idiots for charging trough such dangerous flooring. Like Lady Vulpina he keeps his weapon in his other hand, ready for one of them to pop up. And indeed it does pop out from behind a kettle on a shelf and take a shot, but not before both Casper and Lady Vulpina get their attacks off. The others follow suit picking their own targets but failing miserably.

to hit Black on Casper: 1d20 + 3 ⇒ (11) + 3 = 14 1 NL unless the readied attacks blow it away, for one NL
to hit Red on Katsumi, in combat: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
to hit Blue on Wolf: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
to hit Green on Wolf: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

When attacking from hiding would they draw an AoO? I would think not, but if someone knows of a rule to the contrary let me know.

Katsumi takes an attack on the foolish gremlin that attacked him, and nails him, but only because of the evil eye! AC 13 -2 for evil eye = 11
to hit Katsumit on Red, evil eye: 1d20 + 5 ⇒ (10) + 5 = 15
to hit Katsumit on Red, evil eye: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Unfortunately it does not seem to bother it much. He takes another swipe on the back swing and again connects and barely manages to injure it.
to hit Katsumit on Red, evil eye: 1d20 + 5 ⇒ (15) + 5 = 20
to hit Katsumit on Red, evil eye: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3, 1 NL damage

You would think he had been thrown into a fire with all the screaming it does when hit.

Then they all attempt to vanish into the woodwork.

stealth Black: 1d20 + 17 - 20 ⇒ (18) + 17 - 20 = 15
stealth Red : 1d20 + 17 - 20 ⇒ (9) + 17 - 20 = 6
stealth Blue : 1d20 + 17 - 20 ⇒ (15) + 17 - 20 = 12
stealth Green : 1d20 + 17 - 20 ⇒ (6) + 17 - 20 = 3

To be able to attack a gremlin, please make a perception roll on the target desired. Unless you have scent, but if you do making the perception roll will avoid concealment penalties.


Combat Card
Bold may go.

Katsumi (-6 NL, -4 HP)
Rahella
Sarona and her familiar
Lupe Also gets an AoO on Blue
Wolf (-3 HP) Also gets an AoO on Blue
Lady Vulpina Also gets a readied attack on Black
Casper(-1 NL) Also gets a readied attack on Black

Blue Gremlin (12 stealth)
Red Gremlin (-2 NL, 6 stealth, evil eye until Sarona goes)
Green Gremlin (-3 NL, 3 stealth)
Black Gremlin (15 stealth)

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