Sufficiently Advanced Magic (Inactive)

Game Master Losonti

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LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Nice shot, Tyn! I'll draw it's ire, one of you stab it!" Xaerai darts back in, feinting and jabbing and otherwise making a nuisance of herself behind the ghelarn

Aid Another (Zelvin): 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (-2AC vs Zelvin's next attack)


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin can't move out of the creature's reach, so he draws his pistol and shoots another enchanted coin at it, hoping he can weather another retaliatory attack. At least he wasn't stuck in the slime any more!

Pistol (ranged touch attack), coin shot, Deadly Aim: 1d20 + 4 + 1 - 1 ⇒ (8) + 4 + 1 - 1 = 12
BP damage (gold coin), Arcane Strike, Deadly Aim: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8


Wrath of the Righteous | Iron Gods

That is correct, Hekau. Unfortunately, though, since it does have reach it still gets an AoO against you.

Miss direction: 1d8 ⇒ 5
Ghelarn reflex: 1d20 + 1 ⇒ (9) + 1 = 10

AoO vs Hekau: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Another wild bomb from Tyn sails through the air, this time well past the creature and exploding against the tunnel wall between Xaerai and the ghelarn. Acid sprays across it again and its skin recoils from the caustic liquid, rippling unsettlingly. It fails and takes the full 6 damage. Xaerai, please make a Reflex save as well.

It lashes out with another tentacle as Hekau flees, determined not to let its prey escape. The appendage slams into the android's retreating back and nearly knocks him off his feet. Rather than be baited by Xaerai, though, it turns its shell on her and moves to chase after Hekau...and expose itself to Zelvin's pistol. The magically enhanced coin is blasted out of the man's pistol, into the ghelarn's mouth, and through the nerve cluster that functions as its brain. It lurches forward a few more steps, shudders, and then becomes still.

Combat over!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin whoops! "Aw heck, that was amazin'! I've never heard of anyone defeating a ghelarn before. We should keep one of those tentacles to show Mr. Khonnir!"


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Shesik pulls herself from the dissolving slime, ripping the feeding tendrils from her skin. "Never heard of a ghelarn and I'm just glad it's dead and we're not. Any way to tell what it's been eating recently? Other than us?" She looks back thoughtfully into the corridor behind them. "Could it have escaped from those cages back there?"


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Ref: 1d20 + 5 ⇒ (2) + 5 = 7

Xaerai hisses in pain and anger as the acid splashes her. "Damn it, Tyn! Every gods-damned time!" She takes it out on the ghelarn's corpse with another vicious kick, then looks out across the sand.

"Hopefully it didn't have a mate," the dwarf mutters. "Let's patch ourselves up and be on our way, Khonnir's a-waitin'."


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"I am badly wounded," says Hekau. He is both bleeding and sparking, and seems to be near collapse.

Does the Bleed effect end either when Hekau gets out of the slime or when the creature is killed? Or is it still ongoing?

At 3/16 HP.


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

"We've got a couple of healing potions," Zelvin says. "Shesik's holding them. Seems to me Hekau should take them before we go on, right folks?"


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau can give himself a 1d8+5 CLW, using up both of his remaining 1st-level spell slots, but I'd rather not do that unless absolutely necessary.
I think Xaerai has taken 15 (9 tentacle and 6 bomb), Hekau has taken 13 (12 tentacle and 1 bleed) and Shesik has taken 1 (bleed).


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Yeah Xaerai is pretty banged up right now. 15dmg out of 23hp


Wrath of the Righteous | Iron Gods

The bleed damage is only while you're entangled/helpless, so you're good.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Ok, all wounded gather around Hekau, and by Bharnarol's bright blessing I will address the wounds incurred by the beast...and...uhh...err..by the splash of that last misfire-I must get that forearm cramping seen to! Ahem..."

When the wounded gather around Hekau, Tyn pulls a catalyst vial from his belt, goes through a set of smooth motions, infuses it with a bit of his arcane aura, and launches it at Hekau. Instead of a violent explosion, a celestial glow washes over the android and spills over to the surrounding squares. As he does this, one of his Cure Light Wounds extracts dissipates into nothingness.

(Assuming I don't have to roll to hit him out of combat/willing target)

Cure Light Wounds direct hit on Hekau: 1d8 + 2 ⇒ (4) + 2 = 6

Splash healing 3 Hp to surrounding squares

He then pulls out another vial, and with the same set of motions. infuses yet another vial and throws it at Xaerai.

Cure Light Wounds direct hit on Xaerai: 1d8 + 2 ⇒ (1) + 2 = 3

Splash healing 3 Hp to surrounding squares

After that, he approaches Xaerai and whispers a small prayer to Bharnarol.

"Father of invention, please heal this valiant warrior, whom your faithful servant recklessly, yet unintentionally, damaged in battle!

Tapping into the celestial lineage of his adoptive parents, he forsakes his dark heritage and lays his hand on the Dwarf's shoulder and lets a bit of healing energy flow.

Cure Light Wounds (Celestial Community Race trait (1/2 non-lethal damage to Tyn): 1d8 + 2 ⇒ (8) + 2 = 10

His head rocks back as if some unearthly force just socked him in the nose, a trickle of black ichorous blood trailing out.

"Yeah, I deserve that!"

He rights himself and cracks his neck, allowing a more personal energy to flow through himself.

Calming Touch (Cures 1d6+1 NL DMG): 1d6 + 1 ⇒ (6) + 1 = 7


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Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Catching the edge of Tyn's radiant burst, Shesik stares as the healing bomb begins to knits Hekau's wounds back together. "So, that works on you? Huh, maybe yer not quite a robot after all." Looking at the horned alchemist with some admiration, she pats the small pouch hanging at her hip. "So that's what you were yelling about this morning. Glad we could save these for later."

She gazes into the darkness, her mismatched eyes following the trail of disturbed sand. "Well, we can assume anyone who came before us went that way." She gestures of into the expansive darkness. "And that they didn't have to deal with this thing." Her boot thumps against the carcass. "But somewhere out there we'll still have to deal with those four armed skeletons the skulks warned us about. So, no getting lazy, we gotta stay sharp." Shesik flexes her claws as she continues to scan the path ahead as if willing her strange eyes to pierce the gloom.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau Sense Motive: 1d20 - 4 ⇒ (5) - 4 = 1
Hekau, oblivious as usual, decides that Shesik actually wants a response.

"That is correct, Shesik. Healing magic and positive energy are fully effective on me. I am not a robot." His tone isn't condescending at Shesik for taking so long to get here, nor is he frustrated or annoyed at having to say the same thing over and over again... he just states a fact.

Hekau turns to Tyn. "Thank you for your healing. I am able to continue. I must say I find it intellectually intriguing that you are able to heal others both through the science of alchemy and also through your faith in Bharnarol."

"If the skeletons are actually undead creatures, then I do have an enchantment prepared to deal with them."


Wrath of the Righteous | Iron Gods

Hey all, just checking in. Sorry if this seems like a dumb question, but are you waiting on me?


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin waits politely but anxiously while everyone patches up, hoping they will find Khonnir Baine before their water breathing spell wears off.

Once everyone has healed up I believe we are continuing, looking for tracks to follow in this weird underground landscape. I'm not sure if anyone made a Survival roll?


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

I was waiting for Zelvin and Xaerai to make post-healing posts to see if anyone else wanted to do anything before moving on.

Zelvin Baine wrote:
Once everyone has healed up I believe we are continuing, looking for tracks to follow in this weird underground landscape. I'm not sure if anyone made a Survival roll?

Our GM already ruled that the path is easy enough to follow without a Survival roll. However, before the combat, I did roll Survival to search for tracks.

GM Losanti wrote:
The "path" is more of an area of sand that's been clearly been disturbed fairly recently. It would be a cursory Survival check so I'm not gonna have you even roll for it.
Shesik wrote:

She drops to one knee and examines the ground for traces of other's passage.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Survival : 1d20 + 7 ⇒ (3) + 7 = 10


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Xaerai grunts as Tyn sets about healing everyone's injuries. "I suppose I forgive you then, but try not to bomb us all to death going forward, yeah?" The dwarf turns to look at Shesik, head cocked as she watches the ranger work. "Find anything?"

Ready to move on as well :) If we don't find any other tracks that trail depicted on the map seems like a good place to start.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Yeah. I shoulda stuck with the slider. My knuckleball leaves a lot to be desired!"

Tyn moves up a bit and surveys the wasteland before them before continuing the trek.

Perception +5/+6 vs traps: 1d20 + 5 ⇒ (5) + 5 = 10

"Whatever they are, I got a nice acid sandwich for 'em!"

"Provided its them you hit!"

Tyn shrugs at the scene before him,

"Looks safe to me!"

And trudges forward.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Moving past the battle disturbed sands, Shesik once again examines the ground for traces of passage. "There's an obvious path that some number have traveled. So far, I don't see any stragglers wandering off, but I'll keep an eye out for that."

She scrambles through the sand after Tyn and continues scanning the edges of the disturbed sands for anyone who might have wandered off.

Survival: 1d20 + 7 ⇒ (9) + 7 = 16 (17 to follow tracks, 18 vs constructs)
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 (21 vs traps, 22 vs constructs)


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau follows along warily, crossbow in his hands.
He doesn't have a ton to do in terms of setting our course, but will be ready if his skills are needed.


Wrath of the Righteous | Iron Gods

Oof, sorry guys. Week got away from me.

Rounding the corner, Shesik spots a faint blue light off in the distance, its true source obscured by some other object hidden in the hundreds of feet of pitch black emptiness between it and the party. The tracks you follow seems to head in that general direction as well. Anyone who makes a DC 15 Perception check can also see this light.

Soon, the tracks take you past a small ridge that looms up out of the darkness. As you approach, however, something stirs in the sand at its foot. What that is quickly becomes apparent: a humanoid skeleton, easily seven feet tall, with an oddly elongated skull, and four arms ended in viciously wicked claws. Its empty eyes stare out at you for several seconds, its mouth hanging open, before two points of green light snap into existence inside those eye sockets. With long, determined strides, it advances.

Behind you, to the west, Zelvin spots a twin rising to its feet before it, too, begins its march.

Initiative:

Zelvin: 1d20 + 4 ⇒ (2) + 4 = 6
Hekau: 1d20 + 2 ⇒ (20) + 2 = 22
Shesik: 1d20 + 4 ⇒ (13) + 4 = 17
Tyn Foyle: 1d20 + 2 ⇒ (12) + 2 = 14
Xaerai: 1d20 + 1 ⇒ (14) + 1 = 15
Red: 1d20 + 8 ⇒ (15) + 8 = 23
Green: 1d20 + 8 ⇒ (16) + 8 = 24

Round 1:

Red
Green
Hekau
Shesik
Xaerai
Tyn Foyle
Zelvin

The party is up!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Perception DC 15: 1d20 + 7 ⇒ (16) + 7 = 23

"Huh. I see it too, Shesik. Wonder what that light is?"

When the skeleton looms up, Zelvin inadvertently takes a step back. "What the hells is that thing?" he cries. It's obviously humanoid, but like no person he's ever seen. His eye catches the other one to the west, and he points his gun at it with urgency. "'Ware come the cavalry!" he mutters anxiously.

He casts a spell with his free hand while he shoots his remaining enchanted coin with the other, aiming both at the creature directly before them.

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (5) + 1 = 6

Ranged touch attack (coin shot, platinum), spell combat: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Bludgeoning/piercing/adamantine damage, Arcane Strike: 1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

"Forget the light, Zelvin! We've got got bigger problems!" Xaerai steps forward, pistol leveled at the first skeleton as she advances to place herself between it and the main group. "Back to the grave with you, you ornery pile of bones!"

Move (blocking charge lane to Tyn), Attack
Blam!: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d8 ⇒ 5


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Perception DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Hekau does not see the light.

He does see the skeletal creatures rising up. He takes a step next to his brother, and readies to cast Disrupt Undead as soon as the skeleton (Green) is within range.

Readied Action:
Ranged Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 1


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

”Well, now we know what they meant by four armed skeletons.” Shesik mutters. As she closes on the red eyed monstrosity she pulls a flail from her belt and swings at the collection of bones before her.

Flail Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)
Shesik wrote:
”Well, now we know what they meant by four armed skeletons.”

Xaerai pauses her reload and turns to give Shesik a strange look. "I...well it seemed pretty unambiguous to me. What'd you think they meant, other'n skeletons that have four arms?"


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Counting on the martial prowess and toughness of the resilient female members, Tyn puts himself in between the second skeleton and his squishy soft male allies. A familiar set of movements follow igniting the now volatile vial in his hand. A nostalgic feeling rushes to his mind, that of a childhood game he played with his adoptive kin-one played with a less dangerous "ball."

"Tyn Foyle takes the mound once again-it's been a rough day so far, but never too late for redemption! He gets the signal, winds up, and hurls his heater!"

"A lone adversary...no allies within line of friendly fire...if you screw this one up it's the showers for you, boy!"

BOMB (Fastball): 1d20 + 4 ⇒ (2) + 4 = 6
Acid: 1d8 + 5 ⇒ (5) + 5 = 10

EEEEW! Vs touch-not that it matters UGH! Splash=6 acid/DC 16 REF for 1/2


Wrath of the Righteous | Iron Gods

Because the skeleton was in your bomb's second range increment, it travels 2 squares instead of landing adjacent to the target, unfortunately. On the flip side, that's not far enough to endanger anybody.

GM Screen:
Claw 1 vs Shesik: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Claw 2 vs Shesik: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Claw 3 vs Shesik: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Claw 4 vs Shesik: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Green Claw vs Tyn, charging: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Simultaneous shots ring out from Xaerai and Zelvin's firearms, shattering bones and causing the skeletons to stagger for a moment. The flash from both weapons briefly illuminates the cavern, and both Xaerai and Shesik catch a glimpse of another figure moving through the sands.

Against slower moving attacks, however, the skeletons are far luckier. They nimbly dodge flail, magic, and bombs, continuing to advance. One, finding Shesik well within its reach, attacks her with a flurry of raking claws. Meanwhile, the other simply charges straight at Tyn with alarming speed.

But the ranger and alchemist are no slouches either, and every time a skeleton's claw reaches for them, they simply aren't there any more. 5 attacks, and no hits!.

From out of the darkness, another of the strange skeletons appears.

Round 2:

Red -5 HP
Green -11 HP
Purple
Hekau
Shesik
Xaerai
Tyn Foyle
Zelvin

The party is up again!


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Ha! Tougher'n they look!" Xaerai laughs, until she sees the third skeleton approaching. "Look alive, got another one coming to say hello!"

Crouching low, the dwarf launches herself into a charge against the skeleton battling Shesik, hoping to take it out before the newcomer can enter the fray.

Charge; AC16 until next turn
Charge Attack: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau moves and readies to try Disrupt Undead again if Tyn steps out of melee with the skeleton.
Hekau lacks Precise Shot, so I don't want the -4 for shooting into melee.

Readied Action:
Disrupt Undead, Ranged Touch Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Still no luck, even without the -4.


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Having dodged the flurry of attacks from the surprisingly agile skeleton, Shesik swings again at the multi-armed collection of bones. ”They don’t seem that tough, we just gotta hit ‘em.”

Flail Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Secondary Claw Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

As he watches the bomb come up short, Tyn realizes he wasn't even as close to the lumbering fiend as he thought he was...

"And now you need spectacles there Wild Thing."

...until the skeleton remedies that situation and closes the gap. Tyn weaves out of the way of the charge. He takes a step way, retrieves his sickle, and takes a defensive stance.

Move- 5' step/ Minor- Retrieve/ Standard- Total defense

"Come on! Let's dance!"


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin whoops as they seem to harm the skeletons, then curses as he sees another approaching. "Don't let them surround us!" he cries, as he fires two more spells through his pistol.

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (4) + 1 = 5

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (1) + 1 = 2


Wrath of the Righteous | Iron Gods

GM Screen:

Red Claw 1 vs Shesik: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Red Claw 2 vs Shesik: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Red Claw 3 vs Shesik: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Red Claw 4 vs Shesik: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Purple Claw vs Xaerai: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Green Claw 1 vs Tyn: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Green Claw 2 vs Tyn: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Green Claw 3 vs Tyn: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Green Claw 4 vs Tyn: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

The skeletons continue to evade shot, spell, and blows, with one of them managing to rake its claws on Shesik's arm in a counterattack. Two hits for a total of 5 damage. Tyn finds himself the focus of his own flurry of blows from the monster but his own defenses hold.

Hekau spots another pair of skeletons approaching from the southeast.

Round 3:

Red -5 HP
Green -11 HP
Purple
Blue
Yellow
Hekau
Shesik
-5 HP
Xaerai
Tyn Foyle
Zelvin

The party is up!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin curses and aims his pistol again. "Where are all these skeleton varmints coming from?" he cries, exasperated.

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (1) + 1 = 2

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (3) + 1 = 4


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"Their graves, I'd imagine," Xaerai responds grimly, lashing out to try and crack the first skeleton's kneecaps and tilt the odds back in their favor.

Using Power Attack on this one!
Attack vs Red: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Grunting in pain, Shesik continues to swing her flail valiantly at the unusual skeleton. "Ok, that hurt, but I'll get you this time." she mumbles under her breath.

Flail Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Secondary Claw Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

"Xaerai's earlier statement is notable. These skeletons do seem able to withstand an unusual amount of damage."
Seeing how much damage the creatures have taken, Hekau tries to judge if they are typical (albeit four-armed) skeletons, or a more advanced necromantic creation such as Skeletal Champions.
Knowledge (Religion): 1d20 + 8 ⇒ (6) + 8 = 14

Then he moves and unleashes another magic ray at the one engaged with Tyn.

Ranged Touch Attack, Into Melee: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Disrupt Undead: 1d6 ⇒ 2


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

"I ain't never seen any four-armed people anywhere else around these parts," Zelvin grumbles.


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

"Maybe this guy needs a helping hand!"

Melee touch attack: Touch injection:Cure Light Wounds Extract: 1d20 + 2 ⇒ (14) + 2 = 16

Damage (positive energy: 1d8 + 2 ⇒ (1) + 2 = 3

Move action 5' step


Wrath of the Righteous | Iron Gods

Save your spell, Tyn, that guy's dead as hell. Hekau, these guys don't have any templates, I just severely misread how many HP they've got.

The party's counterattack exacts a bloody toll on the skeletons, scattering several of them into jumbled piles of bones, even as more emerge from the darkness. As Xaerai pummels her target to dust, the flame in its eye sockets leaps to the nearest skeleton, then to a third one as that one is in turn destroyed. Two of the recent arrivals, catching sight of the party, charge forward with their claws outstretched.

Blue Claw vs Zelvin: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Yellow Claw vs Tyn: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Zelvin knocks the blow aside, but Tyn's streak of bad luck continues as his foe drags its claws across his neck.

Round 4:

Blue
Yellow
Orange
Pink
Hekau
Shesik
-5 HP
Xaerai
Tyn Foyle
-5 HP
Zelvin


Female N Changeling Ranger 3 | HP: 21/25 | AC: 18 (T: 13, F: 15) | CMB: +6, CMD: 18 | F: +3, R: +6, W: +3 | Init: +4 | Perc: +8, SM: +3 | Speed 30ft | Active conditions: none.

Scurrying across the sand to defend Zelvin from the approaching skeleton, Shesik swings her flail once more. ”Well obviously they’re not from around these parts. Or at least they’ve been stuck underground. There’s a lot more down here than anyone might expect.”

Flail Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


LG fm dwarf Gunslinger1/Brawler2; 20/32hp, Grit 4/4 l AC18, T11, FF 17 l F +8, R +6, W +4, Ini +1 l Perc +7 l Active Conditions: (none)

"More rattlebones comin' this way!" Xaerai warns as she backs towards the main group, reloading her pistol and warily keeping an eye on the skeletons approaching their north and west flanks.

Move Action, standard to reload.


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau will again try to drop one with Disrupt Undead.
Readying to shoot Orange if it gets within 30', since it seems in charge distance of Xaerai.
Ranged Touch Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 6


Wrath of the Righteous | Iron Gods

As Xaerai and Hekau prepare for the next wave, Shesik's flail pulverizes another skeleton into powder. The eyesockets of Tyn's attacker flare into green life.

Zelvin and Tyn are up!


M NG Magus 1 / Wizard 3 | HP 33/33 | AC13+4 T13 FF10+4 | CMB0 CMD13 | F+6 R+5* W+7* | Init+4 Per+9 (darkvision 60', low-light vision) SM+2 | AP 7/7 bullets 6/6 Called 1/1 | spells M1st 3/2 W1st-2/4 | conditions/effects: extended water breathing 8h, mage armor 2h

Zelvin aims and fires at the creature menacing Tyn.

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (3) + 1 = 4

Ranged touch attack (disrupt undead), spell combat: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Positive energy damage, Arcane Strike: 1d6 + 1 ⇒ (4) + 1 = 5


NG Male Tiefling Alchemist (Chirurgeon/Crypt Breaker/Wasteland Blighter) 3 |HP:19/21|(2 NL) AC: 14 T: 12 FF: 12 | CMB:+3 CMD: 15 | F: +3 R: +5 W: +2 | Init: +2 | Perc: +7, (+8 to locate traps) SM: +1 | Darkvision 60' | Speed 30 ' |(SLA) Darkness/CLW 0/1 | Bomb 5/8,(DC 16 Splash) | Formula: 1st 1/5 | Active Conditions: None

Yellow is still on my map. If it is still a valid target, Tyn will stay where he is, if it is down and yet unremoved as of yet, he will move 20' right so that he will be the most viable target for pink. Either way he will take the full defense action

"Ouch you four-armed bone-fork...I meant the Tango, not the Cha-Cha!"

Feeling his allies' offensive arsenals are more suited for the task at hand, Tyn tries to make himself the most optimal decoy and takes a defensive stance.

"I know I'm not really one to talk based on my own performance-but how about we start hitting with those disruption rays gentlemen!"


Wrath of the Righteous | Iron Gods

I see where what I said was confusing. The one that had been next to you previously was destroyed, but Yellow charged in after that and attacked you. Sorry for being unclear!

The next pair of skeletons rush in, only for one of them to be obliterated by a lance of positive energy from Hekau. Xaerai easily evades the other after it is thrown off balance by two near-misses from Zelvin, leaving it open for a counterattack.

Meanwhile, Tyn frantically fends off a multi-armed assault, but two of the claws still find their mark. It got 2 different natural 20s, but neither of them confirmed, so you'll only take 5 damage. Everything else missed.

GM Screen:
Yellow claw #1 vs Tyn: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Yellow claw #2 vs Tyn: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Yellow claw #3 vs Tyn: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Confirm?: 1d20 + 1 ⇒ (7) + 1 = 8

Yellow claw #4 vs Tyn: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Confirm?: 1d20 + 1 ⇒ (2) + 1 = 3

Pink claw vs Xaerai, charge: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Round 5:

Yellow
Pink
Hekau
Shesik
-5 HP
Xaerai
Tyn Foyle
-10 HP
Zelvin


Android Wizard (Spell Sage) 3 | HP 23/23 | AC 13 (Touch 13, FF 10, CMD 16) | F +3 R +4 W +3 | Per +5 | Init +3 | Active: None

Hekau moves a bit.
Targeting...
"Tyn, if you could move a bit..."

Ready to cast Disrupt Undead once Tyn is not in melee with the skeleton. Even a 5' step will do.

Readied Action:
Ranged Touch on Yellow: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 2

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