GM TOP #3-02: Sewer Dragons of Absalom (Standard) (Inactive)

Game Master Pete H.

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Spell Templates | Citadel Core | Forts GM Torch |

Small Correction to make. I confused your tier with the high tier. There is no danger in the alcove shown on the map. I have removed the red box.

The elf wizard takes a careful run and hops across the intersection, skidding to a stop on the slick walkway.

A second Kobold steps out from an alcove in the far back and fires at Voices!

Blow Crossbow vs. FF: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

But the heavily armored Nagaji shrugs off the glancing blow to his shoulder. The first enemy ignores the pleas of Thyste and falls back to reload their crossbow. Though maybe they just don't know common.

Round 2: AMBUSH!
Thyste
Voices
Engashez
Garsita
Ruinor

Blue Reptilian Humanoid
Fentar (delay)
Red Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Thyste hustles forward twice!; she's got to put her arms into it, so she can't quite keep her shield in front of her the whole time, but she's got faith that it's big enough to be a problem regardless.

As she moves, her mouth does, too, uttering foul, gutteral sounds that sound a bit like bones breaking.

Abyssal:
"Hey, you speak Abyssal maybe?"

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

Not being able to see what is happening up a head, Ruinor carefully moves forward, staying behind Eng. He takes out his crossbow and loads it, hoping he will eventually see something he can at least shoot at.

Draconic:
"We are not looking to fight you. We really do just want to talk. But if you don't stop shooting at us, we can't stop that lizard man coming at you," Ruinor yells, not sure if it will do any good.


LE female Kobold Bard 4 | HP 29/29 | AC 18| F +3 R +6 W +5 | Perc +2 | speed 30 ft. | Active Conditions:

"Trueee blooods be fools to stand agaaaainst Pathfiiiindersss!" Eng begins yowling in draconic.

Yapping Song (Su):
A dragon yapper can use performance to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent. This performance replaces fascinate.

that is all

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Merowr hsits!
Yesss. Ssself knowsss Engasss... Egsssze... sssmall friend wantsss talk sssmall foe.

While moving forward, Voices pulls his sap from his belt and smacks the kobold about the ear holes. single move, not raging or power attack at the moment.
sap attack: 1d20 + 9 ⇒ (11) + 9 = 20, if hits, sap non-lethal: 1d6 + 5 ⇒ (3) + 5 = 8

A previous time I tried this; I was raging, power attack, plus there were some buff spell, and scored a crit. Even with non-lethal, I killed the halfling we wanted to question.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Acrobatics Because I Forgot: 1d20 + 7 - 3 ⇒ (17) + 7 - 3 = 21


Spell Templates | Citadel Core | Forts GM Torch |

Thyste moves up and smoke pours out her mouth as she curses the devils in her own foul language... probably. They sure don't know.

Voices strides up with loooong legs and thwacks the kobold upside the head. Maybe he should have swung harder because it does not go down.

Engashez starts babbling in Draconic. Some of her allies understand her and the other kobolds DEFINITELY understand her. They don't seem to be surrendering though, but her chatter seems to be throwing them off a bit.

Ruinor moves up and loads his crossbow. The kobolds sneer at his attempt at draconic. While technically perfect, you expect that perhaps his dialect is quite off.

Round 2: AMBUSH!
Thyste
Voices
Engashez
Ruinor
Garsita
Blue Reptilian Humanoid
Fentar (delay)
Red Reptilian Humanoid (-8 NL)

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Silver Crusade

half-orc cleric of Shelyn 5 | HP 38/38 | AC 17, T 10, FF 17 | F7 R4, W11 | Perc +5 | Init +4

Garsita continues moving forward.

acrobatics: 1d20 - 2 ⇒ (16) - 2 = 14


Spell Templates | Citadel Core | Forts GM Torch |

The weekend as usual was busy, sorry I didn't get around to this game.

The cleric moves up into danger into a completely safe place in the sewer.

The injured kobold grimaces in pain and looks up at the angry voices. He says a quick word to the other one.

Draconic:
"Wait for me to get clear."

He falls back and tries to jump over the sewage to the other side.

Withdraw Action & Acrobatics DC 7 to jump: 1d20 + 4 ⇒ (11) + 4 = 15.

And does so. The other nods at him and disappears into the alcove. You all hear a clicking sound and then the small pylons holding up the large boulder disappear into the ground. For half a breath nothing happens, then the big stone starts rolling. It picks up speed as it rushes forward towards the pathfinders!

Boulder Path Shown on the map. Voices & Cat, please make a Refl Save vs. a Mechanical Trap. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.

Round 3: AMBUSH!
Thyste
Voices (Reflex Save before being able to act)
Engashez
Ruinor
Garsita

Fentar (delay)
Red Reptilian Humanoid (-8 NL)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

"What's that noise?" Ruinor asks, not being able to see far enough ahead. Looking around quickly, he considers his options, "Try to jump across to that alcove, or go back the way I came. That looks like a far jump," he thinks to himself as he decides to take the cautious route and heads back towards the intersection.

I had moved up to Eng, so moved back 30'

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Seeing the enormous boulder start barreling toward them, Thyste's eyes widen.

"Well, shit."

She hustles as fast as she can across the gap, heading to an alcove. Not enough room for both of us, and that half-orc doesn't look particularly agile...

Acro to Jump: 1d20 + 7 - 3 ⇒ (19) + 7 - 3 = 23
Acro to Not Fall: 1d20 + 7 - 3 ⇒ (2) + 7 - 3 = 6

She repeats her cuss as whatever happens, happens.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

reflex save: 1d20 + 3 ⇒ (2) + 3 = 5

Hmm... Giant boulder of death?!? This seems like a good spot to use my 1 star GM re-roll

reflex re-save: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
If possible, he will leap into the alcove. If not maybe into the bottom of the sludge.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft
Voices in My Head wrote:

[dice=reflex save]1d20+3

Hmm... Giant boulder of death?!? This seems like a good spot to use my 1 star GM re-roll

[dice=reflex re-save]1d20+3+1

Now that's a glow-up!


Spell Templates | Citadel Core | Forts GM Torch |

Thyste tries to wisely run away from the boulder and hide in an alcove. She even takes the time to recognize that Garsita may be slower to react and tries to jump to the other side to use that alcove. Unfortunately as she lands her foot slips and she starts to loose her balance.

Technically Thyste has a choice here. Use her second move action to stabilize herself to remain standing or fall prone. I repositioned Thyste to where she slipped. The main downfall of failing that check is Thyste did not make it to the alcove this round.

3d6 ⇒ (3, 2, 2) = 7

Voices manages to just barely tuck into a ball, squeezing down as small as possible into the gap created by a round object rolling in a square hallway. The stone still manages to scrape him up pretty good though (Half Damage Taken). He pops up from his crouch and looks around to see if cat is still there.

Cat still needs to make the save.

The elf wizard wisely runs away. Apparently he forgot to prepare 'destroy boulder' today. Wait, is that even a spell? Probably is. Dwarf wizard would definitely have come up with it at some point.

Round 3: AMBUSH!
Thyste
Ruinor
Voices (-3 HP, may now act normally but still needs to save for cat)
Engashez
Garsita

Fentar (delay)
Red Reptilian Humanoid (-8 NL)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

If I stay prone, can I use my remaining action to just hunker down against the wall with my shield covering my head and make myself as small as possible?

Silver Crusade

half-orc cleric of Shelyn 5 | HP 38/38 | AC 17, T 10, FF 17 | F7 R4, W11 | Perc +5 | Init +4

acrobatics to double move: 1d20 - 2 ⇒ (14) - 2 = 12

Garsita moves to the nearest alcove for safety.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Cat reflex save: 1d20 + 4 ⇒ (10) + 4 = 14

Voices rushes to pursue the lizard man.

acrobatics to jump the sludge: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10

Not nice!
sap attack: 1d20 + 9 ⇒ (1) + 9 = 10, if hits, sap non-lethal: 1d6 + 5 ⇒ (3) + 5 = 8


Spell Templates | Citadel Core | Forts GM Torch |

Thyste, I think this falls under the purview of GM allowed circumstance bonuses. But I don't want a move action to be any stronger than a cantrip (at most) so if you take that action you will gain a +1 circumstance bonus on your reflex save vs. the rock.

Cat gets creamed by the boulder and knocked into the sewage in the middle channel. Voices doesn't even seem to notice, rushing forward and swinging his sap hard at the Kobold cowering there. Unfortunately he forgot about the low ceilings and his hand slams into it as he swings, throwing the attack completely off.

Cat took the full 7 damage, was knocked into the sludge and now has a Fort Save vs. Disease.

Garsita quickly falls back to the open alcove. Hopefully when the stone passes there will be enough left of Thyste to heal.

Round 3: AMBUSH!
Thyste
Ruinor
Voices (-3 HP)
Cat (-7 HP, Fort Save Pending vs. Disease)
Garsita
Engashez
Fentar (delay)
Red Reptilian Humanoid (-8 NL)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Cat HP: 4 of 11
Cat fort save: 1d20 + 2 ⇒ (7) + 2 = 9


Spell Templates | Citadel Core | Forts GM Torch |

I thought familiars were 1/2 the HP of their masters? Either way, Cat is Diseased and the Onset is 1d3 ⇒ 3 most likely going to be dealt with at the end of this session. I'm going to bot Engashez as I'm guessing they are just going to run.

The allied Kobold beats feet, heading back to stand next to the wizard. The boulder continues rolling down the tunnel, though it seems like it is starting to slow down!

Sadly not soon enough to avoid squishing Thyste.

Boulder Path Shown on the map. Thyste, please make a Refl Save vs. a Mechanical Trap. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.

The kobold's eyes go wide as Voices looms over him. He frantically tries to yank the sewer grate off below him and dive through.

Voices, this provokes an AoO. If you don't drop him with it he will escape down through the hole.

Voices glances behind him and notices that the other kobold is also nowhere to be seen. That grate appears to be damaged enough that presumably the lizard slipped through earlier. He also sees a rope dangling through that hole.

Round 4: AMBUSH!
Thyste (Reflex Save before acting)
Ruinor
Voices (-3 HP, AoO Pending vs. Red before they dive down the hole)
Cat (-7 HP, Diseased 3 day Onset)
Garsita (Unfortunatily it appears you are pinned in that alcove until the boulder passes. You could ready an action if you wished.)
Engashez

Fentar (delay)
Red Reptilian Humanoid (-8 NL)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Reflex Save: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

Still hearing the noise, Ruinor continues moving away from it, going around the corner and then turning around to see if what is making the noise gets to the intersection.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision
GM TOP wrote:
I thought familiars were 1/2 the HP of their masters? ...

It has the Figment archetype. Lower HP, but no cost to replace each day.


Spell Templates | Citadel Core | Forts GM Torch |

Oh cool, double archetype dip. Nice.

The elf zips back around the corner. Smartly not taking any chances. They don't call him a Wize-ard for nothing!

Half of this for Thyste: 3d6 ⇒ (3, 3, 6) = 12

Thyste tucks her body into the best spot she can think of to avoid the boulder and manages to only be partially crushed by it instead off fully crushed.

Round 4: AMBUSH!
Ruinor
Thyste (-6 HP, Prone)
Voices (-3 HP, AoO Pending vs. Red before they dive down the hole)
Cat (-7 HP, Diseased 3 day Onset)
Garsita (Unfortunately it appears you are pinned in that alcove until the boulder passes. You could ready an action if you wished though the boulder moves on Blue's turn so maybe just a delay makes more sense?)
Engashez

Fentar (delay)
Red Reptilian Humanoid (-8 NL, maybe .5 rounds below)
Blue Reptilian Humanoid (1.5 rounds below)

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

There's a groaning noise as Thyste feels the boulder roll over her back; she's suddenly not sure whether to be grateful or irritated that she wore metal armor. Maybe her old linothorax would have simply absorbed the blow instead of shoving metal down into her?

Regardless, she hops back to her feet, undaunted, and forges onward.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs
none

Cat yowls in pain and disgust, MEROWR! as he climbs out of the slimy sludge.

Cat hurt!
AoO sap attack: 1d20 + 9 ⇒ (18) + 9 = 27, if hits, sap non-lethal: 1d6 + 5 ⇒ (4) + 5 = 9

normal turn actions
if no one tells him to stop
On the basis of 'if it runs, you chase it'; Voices drops into the hole after the kobold(s).
The head of his earth breaker is glowing with light. If it looks more than 20' he will cast feather fall as an immediate action.
Then he gives chase. 40' move speed


Spell Templates | Citadel Core | Forts GM Torch |

GM Screen:
Kobold Acrobatics to fall well: 1d20 + 4 ⇒ (3) + 4 = 7 ouch Fall Damage: 1d6 ⇒ 3

Voices gives a whack to the Kobold, who frantically dives headfirst through the chute. He hears a thunk/splash at the bottom then dives through as well.

It is exactly a 20ft drop into water. You may make a DC 15 Acrobatics Roll to prevent taking damage and ending up prone.

Voices slams down into a small rectangular room. He glances down at the prone unconscious body of the kobold that just fled from him. There are two welts on its head from his sap. The other kobold stares at him wide eyed from a few feet away.

Voices:
Room Description
This room appears to be an overflow chamber from the sewers above. The majority of the room is filled with trash and debris that has fallen into the room from above. The water is two to three feet deep on the outside of the room and the mound of trash peaks in the center of the room is a full five feet over the water line. There are eight large openings in the ceiling covered in filth and slime. The opening in the southwest has a knotted rope hanging down from it. Two grates lead to large drainpipes on the east and west sides of the chamber but both grates appear secured.

Thyste sees the light from Voices ahead disappear, Ruh-Roh!

Round 4: AMBUSH!
Ruinor
Thyste (-6 HP)
Voices (-3 HP, 1 action left but first an Acrobatics Check to determine if damage is taken from the fall and thus the status of prone vs. standing)
Cat (-7 HP, Diseased 3 day Onset)
Garsita (Unfortunately it appears you are pinned in that alcove until the boulder passes. You could ready an action if you wished though the boulder moves on Blue's turn so maybe just a delay makes more sense?)
Engashez

Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental and light details.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.


LE female Kobold Bard 4 | HP 29/29 | AC 18| F +3 R +6 W +5 | Perc +2 | speed 30 ft. | Active Conditions:

Eng waits for the boulder to pass.

Delay I guess

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10

Voices stands up and grins at the kobold.


Spell Templates | Citadel Core | Forts GM Torch |

Fall Damage: 1d6 ⇒ 3

Voices slides out of control down the chute, flipping over and landing hard on his shoulder. Fortunately he landed in water so only a bruise is the result. He stands and glares at the conscious Kobold. Who promptly loads his crossbow and fires!

Blue Crossbow vs. Voices: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

The kobold curses (probably) and looks around the room.

Upstairs the boulder rolls a bit farther and then stops, wedged into the hallway.

You just need to squeeze by it, so double move to get past now that it has stopped.

Round 5: AMBUSH! But who is ambushing who?
Ruinor
Thyste (-6 HP)
Voices (-6 HP)
Cat (-7 HP, Diseased 3 day Onset)
Garsita
Engashez

Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental details.

Light shouldn't really be an issue at this point. Voices has light down below and I'm going to rule that Ruinor went ahead and also lit his torch earlier so that group has light. The middle pack both have darkvision too.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

New Environmental Details: The room below is ALL difficult terrain. Both grates at each end are closed.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Acrobatics for Run: 1d20 + 7 - 3 ⇒ (6) + 7 - 3 = 10

Thyste hustles down the sewer tunnel! It's a bit slippery, but... well, she manages. Barely.

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

Ruinor continues to wait for something to come into the intersection but he notices the noise getting quieter and then ending. After a moment, he peeks around the corner. He sighs and frowns, seeing the boulder blocking the way.

"I suppose if I was designing the trap, I would have it block the passageway too," he says reluctantly as he moves up to it. "After you," he indicates for Eng to go first since she is closer.

Round 5 - move up to the boulder.
Round 6 - squeeze past the boulder.

Brushing himself off after squeezing by, Ruinor looks a head to see what is going on. "I suppose that was a better result for us than getting squashed by that boulder or falling into the muck," he says to Eng.

Silver Crusade

half-orc cleric of Shelyn 5 | HP 38/38 | AC 17, T 10, FF 17 | F7 R4, W11 | Perc +5 | Init +4

Garsita casts guidance on herself.

might as well get a tiny bonus on next turn...


Spell Templates | Citadel Core | Forts GM Torch |
Garsita wrote:

Garsita casts guidance on herself.

might as well get a tiny bonus on next turn...

While trapped as the stone passes, the half-orc improves their chances to do something later.

Guidance is now up from your earlier turn when you were trapped there. Would you like to move or do something else this turn?

_______________

Thyste barely manages to keep her footing as she rushes down the sewer tunnel. She sees a chute that leads downwards into some sort of room below. Light is coming up the shaft, presumably explaining where Voices went. A metal grate is nearby. It probably used to cover this route down.

Next Round you can jump down (free action). You will take falling damage unless you hit a DC 15 Acrobatics check to land softly in the shallow water below. You also see a rope across the way, but it appears to lead through a broken grate with a small gap edged with jagged metal. That route would definitely take longer to use, but might be safer.

_______________

Ruinor moves around the corner and up to the stopped boulder. It looks hard, but he should be able to slip by.

You just need to squeeze by it, so double the spaces (aka difficult terrain) to get past now that it has stopped.

Round 5: AMBUSH! But who is ambushing who?
Ruinor (plans to get past boulder round 6)
Thyste (-6 HP)
Voices (-6 HP)
Cat (-7 HP, Diseased 3 day Onset)
Garsita
Engashez

Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid

Bold are up. Please pay attention to environmental details.

Light shouldn't really be an issue at this point. Voices has light down below and I'm going to rule that Ruinor went ahead and also lit his torch earlier so that group has light. The middle pack both have darkvision too.

Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

New Environmental Details: The room below is ALL difficult terrain. Both grates at each end are closed.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

HP: 50 of 56

Getting upset because the small lizards are making things difficult and hurt Cat! Voices takes a mighty swing at the Kobold.
rage power attack

sap attack: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26, if hits, sap non-lethal damage: 1d6 + 11 ⇒ (1) + 11 = 12
Cat just looks down the hole and tells voices to hurry up. Because getting back up here to heal and clean Cat is most important.


Spell Templates | Citadel Core | Forts GM Torch |

Voices whacks the mole Kobold. It hurts, but she remains standing. For now.

Round 5: AMBUSH! But who is ambushing who?
Ruinor (plans to get past boulder round 6)
Thyste (-6 HP)
Voices (-6 HP)
Cat (-7 HP, Diseased 3 day Onset)
Garsita (Guidance Up)
Engashez

Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL)

Bold are up. Please pay attention to environmental details.

Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Environmental Details bottom area: The floor is LAVA! J/K, it's just difficult terrain. Both grates at each end are closed.


LE female Kobold Bard 4 | HP 29/29 | AC 18| F +3 R +6 W +5 | Perc +2 | speed 30 ft. | Active Conditions:

Is it possible to squeeze past the boulder?


Spell Templates | Citadel Core | Forts GM Torch |

Yes. Treat those squares like difficult terrain. Also a footnote about small creatures and that DC 10 acrobatics check. Small creatures get a +5 on that check.


LE female Kobold Bard 4 | HP 29/29 | AC 18| F +3 R +6 W +5 | Perc +2 | speed 30 ft. | Active Conditions:

apologies for missing that earlier.

Engashez moves forward and squeezes past the boulder. double move. with the +5, I cannot fail the acro check.


Spell Templates | Citadel Core | Forts GM Torch |

Engashez deftly maneuvers past the boulder and up the side pathway. Garsita pokes her head out, realizes the boulder is past and moves up as well.

I'll just keep botting people in the back to move up a single move a round if they don't post for a bit. I want to keep the stuff clipping along where the enemies are located.

Down where the action is, the kobold runs away with his tail (Withdraw) between his legs. He screams something into the room.

Draconic:
"GURVA HELP ME INVADERS WANT TO TAKE YOUR TRASH!!!"

Tentacle vs. Voices FF: 1d20 - 1 ⇒ (6) - 1 = 5

The large mound of trash (Dungeoneering to ID) in the middle of the room suddenly animates and totally wastes its element of surprise, slapping the water near the big Nagaji. Another tentacle snakes out and tries to smack him upside the head.

Tentacle vs. Voices: 1d20 - 1 ⇒ (1) - 1 = 0

It doesn't seem like it is wanting to hurt him much, trying to smack him around a bit and failing at even that.

_____________________
Meanwhile, up a level.

The wizard slips past the boulder as well, finally bringing his light to this area. Things look pretty calm.

At the end of the tunnel (where Thyste is located) there are two options to go down. On Thyste's side is an open sewer grate and a 20 ft drop (free action to fall). A DC 15 Acrobatics Roll will negate the falling damage, otherwise you drop down and end up prone. The other side has a rope and a broken/jagged sewer grate. Small creatures can easily slip through the broken grate and climb down the rope (full action to climb). Medium creatures will need to remove the grate or make an escape artist check to avoid scrapes from the sharp metal before they can also climb down the rope.

Round 6: DOUBLE AMBUSH! WAIT OR ARE WE AT A 3RD AMBUSH MAYBE?
Ruinor (2nd move w/ acrobatics or standard available if he wants)
Thyste (-6 HP)
Voices (-6 HP)
Cat (-7 HP, Diseased 3 day Onset)
Garsita (Guidance Up)
Engashez

Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL)

Bold are up. Please pay attention to environmental details.

Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Environmental Details bottom area: The floor is LAVA! J/K, it's just difficult terrain. Both gates at each end are closed.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

Thyste hops down the grate nearest her-- spearpoint downwards!

Acrobatics: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7

And lands hard!

...Thankfully, there's something soft to break her fall? :D


LE female Kobold Bard 4 | HP 29/29 | AC 18| F +3 R +6 W +5 | Perc +2 | speed 30 ft. | Active Conditions:

Engashez continues chasing the excitement.

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

Ruinor walks over to the open grate to see what is going on. Can I see the creature attacking Voices from here?

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Gah! Ssslimy tail/arm thingsss in water!

creature: 1d4 ⇒ 4 squid
template: 1d2 ⇒ 2 fiendish

Ssself too get ssslimy tail/armsss! With some odd gestures and hisses, an evil looking jumble of eyes and suckers plops into the water.

fiendish squid:

N Medium fiendish animal ( aquatic )
Init +6; Senses darkvision 60 ft., low-light vision ; Perception +7
DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +7, Will +2
Defensive Ability ink cloud (5-ft. radius) ; SR 6
Fiendish – Resist cold and fire 5
OFFENSE
Speed swim 60 ft., jet 240 ft.
Melee bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab )
Special Attack smite good
STATISTICS
Str 15, Dex 15, Con 11 [15], Int 2, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 16
Feats Improved Initiative , Lightning Reflexes , Multiattack B
Skills Perception +7, Swim +10
SPECIAL ABILITIES
Ink Cloud (Ex)
A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Smite Good(Ex)
Once per day as a swift action this creature can add their Cha modifier to their attack rolls (+0) and gain a bonus equal to their HD to damage (+3) against good foes. The smite persists until target is dead or the fiendish creature rests.

The squid attacks whatever is in the water while Voices tries to pursue the kobold. Yes the thing will get an AoO on Voices. He doesn't care.
bite att: 1d20 + 4 ⇒ (2) + 4 = 6, if hits, bite dam: 1d3 + 2 ⇒ (1) + 2 = 3
tentacles att: 1d20 + 2 ⇒ (3) + 2 = 5, if hits, tentacles dam: 1d4 + 1 ⇒ (3) + 1 = 4 and grab CMB: 1d20 + 4 ⇒ (7) + 4 = 11

Not hittin nothin, but maybe it will keep the thing occupied.

Grand Lodge

Female Nogitsune (Hungerseed) Tiefling Slayer/3 | HP: 31/31 | AC: 21 T: 12 FF: 19 | CMB: +7 CMD: 18 | Fort: +5 Ref: +5 Will: +2 | Init: +2 Perc: +6 | Cold, Fire, Electricity Resistance 5 | Darkvision 60ft

GM informed me that I probably have a Move Action left, so I'm gonna Study that Target!


Spell Templates | Citadel Core | Forts GM Torch |
Ruinor Starflame wrote:
Ruinor walks over to the open grate to see what is going on. Can I see the creature attacking Voices from here?

Ruinor, you are very far away from the open grate. But I'll do the best I can to interpret your intentions with what you have available.

The wizard moves up just a little farther, being careful not to slip on the floor. He hears noises from the grate nearby and glances through it, seeing a flash of light and hearing Voices hissing.

Next round you are welcome to remove the sewer grate where you are (Standard Action) and jump down if you wish, though fall damage is a risk (DC 15 Acrobatics to prevent it.. or magic).

_______________

Thyste falls VERY gracefully. Aiming the spearpoint down at the unconscious victim they realize they are moving just a bit too quickly to aim well and frantically try to twist at the last moment to get their feet under them.

SUCCESS!

With a smile they glance down to see if the Kobold was perhaps at least squished and they notice their ankle is at a slight angle to their leg. A full ninety degrees is slight, right? Then the pain hits.

Fall Damage: 1d6 ⇒ 3

Jerking their leg up in reaction causes the whole standing deal to collapse. Falling back on their butt they briefly massage the injured joint and slowly stand up. Trying to use the pain to focus their anger, they look around for a target to study. Hey look, a giant walking trash pile!

_______________

Tentacle AoO vs. Voices not playing around anymore: 1d20 + 3 ⇒ (15) + 3 = 18 for Bludgeoning: 1d6 + 2 ⇒ (6) + 2 = 8 and Grab: 1d20 + 13 ⇒ (17) + 13 = 30 for Constrict: 1d6 + 2 ⇒ (5) + 2 = 7

The tentacle catches the barbarian summoner off guard in the middle of his casting. It then wraps around him and squeezes. The Nagaji might now feel like this is a bad situation to be in, but who knows! His ways are mysterious, like the wind.

Voices, for ease of play I'm only going to make you do one concentration check here since you took damage and were grappled. Make a DC 30 check to keep the summoning spell. If you succeed please place the creature on the map. After that you still have your move action available, though you are still grappled.

Round 6: DOUBLE AMBUSH! WAIT OR ARE WE AT A 3RD AMBUSH MAYBE?
Thyste (-9 HP)
Engashez
Voices (-21 HP, Fatigued 2 rds, Grappled, Concentration Check Due, Move Action Remains)
Ruinor (2nd move w/ acrobatics or standard available if he wants)
Garsita (Guidance Up)

Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL)
Walking Trash Pile (Grappled, Dungeoneering to ID)

Bold are up. Please pay attention to environmental details.

Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Environmental Details bottom area: The floor is LAVA! J/K, it's just difficult terrain. Both gates at each end are closed.

Dark Archive

Elf Wizard (Fire Elementalist) 3 | HP 20/20 | AC 13 T 12 FF 10 | F +3 R +5 W +4 | CMB +1 CMD 14 | Speed 30' Init +9 Perc +5
Spells:
Fire Jet 7/7 | (Lvl1:)Sleep/Color Spray/Burning Hands/Shield | (Lvl2): Create Pit, Web, Resist Energy

@GM - my bad. Didn't check the map to see how far away I was. Updated description for Rd 6.

Ruinor watches as the sure-footed kobold he was following runs effortlessly down the passageway leaving him behind. He glances at the wet floor and then the muck in the middle, shaking his head. "No thanks," he thinks as he continues to carefully move down the passage. He tries to look into the nearby grate as he comes up to it.


Spell Templates | Citadel Core | Forts GM Torch |

I'll get Garsita a bot when I next post. Thanks for the update Ruinor. Voices are you there? Also I definitely made a small mistake on the Concentration Check DC. It is only DC 24 to cast the summon.

The wizard hears noises from the grate nearby and glances through it, seeing a flash of light and hearing Voices hissing speech.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
rage 4 of 6 remaining
AC=35 of 56

concentration: 1d20 + 7 ⇒ (11) + 7 = 18
I was going to protest, but I just looked it up. You are correct that Sp does provoke AoO. I did not think they did that. So I'm grappled and lost the Sp. No fiendish squid in the water.

Voices drops the sap and since he is held too close to use the earth breaker, he rips his boarding axe from his belt.


Spell Templates | Citadel Core | Forts GM Torch |

Doesn't a spell-like also require enough concentration to cast to break rage?

Voices pulls out a close combat tool, it's gonna be a slog now to the finish unless the creature relents.

Acrobatics DC 10 Garsita RUN + Guidance: 1d20 - 2 + 1 ⇒ (5) - 2 + 1 = 4

She makes it about twenty feet and then starts to loose her balance. Waving her arms, the half-orc skids to a stop and narrowly avoids faceplanting in the sludge.

Anyone looking down through any of the grates as they go by can hear quite a commotion, see flashes of light and hear the distinct sounds of two allies. But unless you are at a grate that is directly over an ally or enemy, you can't see any targets.

Down below the kobold moves up to the metal bars blocking the exit and reaches through them to trigger something before pulling his hand back quickly. The gate slides up to the ceiling with a clank.

The trash pile tries to squeeze the life out of the Nagaji!

Keep Grapple: 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26 for Damage + Constrict: 1d6 + 2 + 1d6 + 2 ⇒ (3) + 2 + (1) + 2 = 8

It does okay, but Voices is pretty tough.

Round 6: Split Party is always fun!
Thyste (-9 HP, Studied Target = Trash Pile)
Engashez
Voices (-29 HP, Fatigued 1 rd or raging?, Grappled)
Ruinor
Garsita

Cat (-7/11 HP, Diseased 3 day Onset)
Fentar (delay)
Red Reptilian Humanoid (-3, -17 NL, Unconscious & Prone)
Blue Reptilian Humanoid (-12 NL)
Walking Trash Pile (Grappled, Dungeoneering to ID)

Bold are up. Please pay attention to environmental details. SO MANY DETAILS!

Environmental Details top area: DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

Environmental Details how to get down: Standard Action to remove a grate, Free Action to Fall Down a shaft, DC 15 Acrobatics to negate the falling damage and prone condition. Grate with Rope requires Grate Removal (Standard) OR Escape Artist Check to avoid scraping yourself up on the jagged metal. Double Move after that to get down the rope safely.

Environmental Details bottom area: Difficult terrain. Both gates at each end are closed.

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