Doug's Enmity Cycle (Inactive)

Game Master Doug Hahn

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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker keeps on playing to keep the spirits up, but then he changes the tune and sends a piece of debris at the burning creature

Telekinetic Projectile@nuglub 3, ic: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage, s: 3d4 + 4 + 1 ⇒ (4, 3, 2) + 4 + 1 = 14


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zeph and Barker miss. The nuglubs laugh… this time the enfeebled creature lashes out at Zephrena!

Nug 4 vs Zeph: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
P: 1d8 + 3 - 2 - 7 ⇒ (4) + 3 - 2 - 7 = -2

Nug 4 vs Zeph: 1d20 + 13 - 4 - 2 ⇒ (20) + 13 - 4 - 2 = 27
@: 1d6 + 2 + 1 - 2 ⇒ (4) + 2 + 1 - 2 = 5

Nug 4 vs Zeph: 1d20 + 13 - 8 - 2 ⇒ (11) + 13 - 8 - 2 = 14

The champion blocks the bite but the claw finds a chink in her armor.

Nuglub 3 attacks Barker:

Frightened Claw: 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28
P: 1d6 + 3 ⇒ (5) + 3 = 8

Frightened Claw: 1d20 + 13 - 4 - 1 ⇒ (15) + 13 - 4 - 1 = 23
P: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Most frightened claw: 1d20 + 13 - 8 - 1 ⇒ (10) + 13 - 8 - 1 = 14

B: 2d6 ⇒ (2, 4) = 6
Flat: 1d20 ⇒ 7

☀☀☀
Barrels and Wires Round 4

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Barker (44/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-42 HP) │ Climbing, +5, Fright 1, 8 persistent, <10% HP
➤ Rhys (75/75 HP)
➤ Eleanor (56/73 HP)
⠀⠀➤ Holly (56/73 HP)
Nuglub 1 (-0 HP)
Nuglub 2 (-14 HP)
➤ Zephrena (63/73 HP) │ Shield up, -1 HP, reaction used

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"Sure, laugh it up while you can." Rhys mutters, throwing more lightning at the fey.

2-Action Elemental Blast, Inspired vs #3: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Electricity Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
1-Action Elemental Blast, Inspired, MAP vs #1: 1d20 + 11 + 1 - 5 ⇒ (10) + 11 + 1 - 5 = 17
Electricity Damage: 2d6 ⇒ (5, 4) = 9


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

"How did we get surrounded so quick." Eleanor's chest heaves as she begins to sweat from teh exhertion.

Tendril Strike vs #2: 1d20 + 14 ⇒ (12) + 14 = 26
Damage (Sonic): 2d8 + 4 ⇒ (7, 7) + 4 = 18

Electric Arc vs #2 and #3: 3d4 + 4 ⇒ (4, 3, 1) + 4 = 12 DC 21 Basic Reflex

◆ Holly Strike
◆◆ Electric Arc

Status:

HP 46/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 46/56
AC 20 (21 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2d20 ⇒ (18, 11) = 29

Eleanor and Rhys finish off two of the nuglubs, and the remaining two are easy enough work. Soon enough the hallway is silent.

You heal up and move fuirther inside. In the room where the Nuglubs were hiding is a study. Well, it's ruined now!

Toppled bookcases clutter its floor, and a large writing desk along the eastern wall is covered in scattered papers and bits of broken glass. Splintered and broken chairs lie in a pile to the northeast. The only untouched beauty in the room is the stained glass artwork of geometric designs set in windows ten feet up the eastern wall.

In the desk drawers is a dust of appearance, scroll of glass sand, a vial of hunting spider venom, and 46 gp.

The mechanical head's eyes open, and it speaks:

In this room where light and geometries blend
My shape was written, my destiny penned.

Search, DC 19 Perception:
Buried under some rubble you find partial plans for mechanical figures with intricate, clockwork heads. It looks like they were designed for recording and performance.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Barker looks around but sees nothing of interest.

"Do you think that it would be disrespectful to carry that head tied to the belt like a head-trophy?" It came to me some time ago ;)


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Perception 1d20 + 7 ⇒ (15) + 7 = 22
Religion 1d20 + 7 ⇒ (10) + 7 = 17
Engineering Lore 1d20 + 8 ⇒ (15) + 8 = 23

The gnome looks around the room. She takes a few moments on the stained glass, she first appreciates it’s beauty, but then she looks deeper for more meaning.

She also looks at the mechanical plans in the rubble. Is there anything more she can make out?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

There is nothing else of note here. The schematics, used as across-reference, will provide a small bonus when interacting with the head.

Map is updated, when ready let me know where next!


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor peers down the hallway. "Should we start with these northern doors?"

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"Best option. Don't want any fey sneaking up behind us if we can help it."


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

I moved people on the map, please feel free to readjust your token

The party moves out of the room and checks the northern door The door between Zeph and Barker. The champion has her shield up and is guarding/watching the three other doors down the hall while the others check the door the party will be going through.

I'll watch our back. The gnome hefts her shield and readies her flickmace, just waiting for something nasty to pop out of one of the doors


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You open the door and find a washroom. It looks like it is in the middle of a renovation. Map updated!


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10
GM Doug H wrote:
You open the door and find a washroom. It looks like it is in the middle of a renovation. Map updated!

Lets search the crap out of that washroom!


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --
Zephrena wrote:
GM Doug H wrote:
You open the door and find a washroom. It looks like it is in the middle of a renovation. Map updated!
Lets search the crap out of that washroom!

"I don't see no crap, someone flushed it" comments Barker

Anything of interest there? Beyond the broom


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Eleanor's Perception (E): 1d20 + 11 ⇒ (12) + 11 = 23
Iksha's Perception (E): 1d20 + 8 ⇒ (9) + 8 = 17
Barker's Perception (E): 1d20 + 8 ⇒ (20) + 8 = 28
Rhys's Perception (T): 1d20 + 7 ⇒ (7) + 7 = 14
Zephrena's Perception (T): 1d20 + 6 ⇒ (13) + 6 = 19 Darkvision

Opening up the next door you find a kitchen and dining rioom filled with moldy foodstuff.

DC 21 Survival or related food lore:
The food in there has rotted for several weeks[/ooc]

To the South is a bedroom. It stinks of rot, the source of which is a human corpse on the floor next to the bed, a pool of sticky, dried blood surrounding it. The person looks liek they were clawed and sttabbed to death.

The dresser has been smashed, and the contents of the room have been ransacked.

[spoiler=DC 21 Medicine]this person died a few weeks ago.

There are some magical bears with the symbol of Brigh, deity of invention.

DC 22 Religion:
These are Holy Prayer Beads.

Map updated. Well, in a minute.


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Religion 1d20 + 7 ⇒ (4) + 7 = 11

Zeph looks at Lady Brigh's symbols, but can't figure out much else...


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Survival DC 21: 1d20 + 11 ⇒ (3) + 11 = 14
Religion DC 22: 1d20 + 11 ⇒ (3) + 11 = 14

"Never seen these before either Zephrena." Eleanor hunches over the symbols.

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Survival: 1d20 + 9 ⇒ (19) + 9 = 28
Medicine: 1d20 + 2 ⇒ (9) + 2 = 11

"No one has been here in weeks. All the food is worthless." Rhys observes.

Under Spoiler wrote:

To the South is a bedroom. It stinks of rot, the source of which is a human corpse on the floor next to the bed, a pool of sticky, dried blood surrounding it. The person looks liek they were clawed and sttabbed to death.

The dresser has been smashed, and the contents of the room have been ransacked.

DC21 Medicine check under the Survival spoiler.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Can I use Bardic Lore instead of Medicine and religion here? I iwll roll assuming that yes

Bardic Lore, DC21 medicine: 1d20 + 9 ⇒ (10) + 9 = 19

Bardic Lore, DC22 religion: 1d20 + 9 ⇒ (20) + 9 = 29

"I know the song, about rotten tomatoes if you would like to hear it" suggest Barker


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Thanks Rhys

This person died a few weeks ago.

Also "magical bears" == "magical beads"! Yes, they are Prayer Beads.

______

You head into the next rom, a cavernous workshop filled from floor to ceiling with all manner of mechanical devices in various states of construction and repair. Steel supports form a fifteen-foot-wide gantry that runs from the southern side of the room up to a large cargo door on the north wall. Numerous chains, pulleys, and gears are attached to the crane, and half-constructed machinery dangles from the gantry in several places.

The smell of oil wafts throughout the area, carried on a light, cool breeze that flows from the floor to the ceiling and up through exhaust vents high above. Workbenches and shelves line most of the walls, but many of their contents appear to be scattered all over the floor. The northeast corner of the room has a raised platform accessed by a fixed metal ladder.

A group of tiny gremlins cavorts atop the workbenches, tinkering or smashing equipment at various random intervals. One of them looks tougher than the others! Art on slide 2

GM Screen:
Eleanor's Initiative Using Searching: 1d20 + 11 ⇒ (20) + 11 = 31
Barker's Initiative Using Search: 1d20 + 8 ⇒ (7) + 8 = 15
Rhys's Initiative Using Searching: 1d20 + 7 ⇒ (2) + 7 = 9
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (8) + 6 = 14
5d20 ⇒ (17, 10, 2, 14, 12) = 55

Eleanor notices that the stuff hanging from the gantry is not just benign works in progress. The wires and chains tangling the ceiling are embedded with a maddening array of swinging blades on ropes and pulleys. There's a control switch on the gantry above. 2-action DC 20 Thievery (Expert) to disable the controls

☀☀☀
Scythes and Chains Round 1

Terrain: Ladder up to Gantry 15'
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (73/73 HP)
⠀⠀➤ Holly (73/73 HP)
Tough gremlin (-0 HP)
Gremlin 3 (-0 HP)
Gremlin 1 (-0 HP)
Barker (44/63 HP)
Zephrena (73/73 HP)
Gremlin 2 (-0 HP)
Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor points out the control switch. "Someone turn that control off before it hurts someone."

Extend Boost (Nature) DC 20: 1d20 + 11 ⇒ (18) + 11 = 29 Reinforce Eidolon lasts 3 rounds.

Holly squats low and thwomps its vines against the floor as it slowly advances. Each beat of the vine increases in intensity sounding like thunder getting closer.

◆ Act as One (Reinforce Eidolon +1 AC/Saves, Resist all damage 1)
◇ Extend Boost (Reinforce Eidolon)
◆ Holly Stride
◆◆ Thundering Dominance

Status:

HP 73/73
AC 19
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 2nd 2/2 | 3rd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 73/73
AC 22 (23 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The gremlins chitter and point at Holly before spreading out, ducking among the swinging chains and broken equipment.

GM Screen:
3d12 ⇒ (5, 8, 8) = 21

Zephrena and Rhys lose precise track of all three of them. Barker loses track of the rough one. Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.

☀☀☀
Scythes and Chains Round 1

Terrain: Ladder up to Gantry 15'
Battlemap

──────────
BOLD IS UP!:
──────────
Eleanor (73/73 HP)
⠀⠀Holly (73/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Tough gremlin (-0 HP) │ Hidden to Zeph, Rhys, Barker
Gremlin 3 (-0 HP) │ Hidden to Zeph, Rhys
Gremlin 1 (-0 HP) │ Hidden to Zeph, Rhys
➤ Barker (44/63 HP)
➤ Zephrena (73/73 HP)
Gremlin 2 (-0 HP)
Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

By Sheylin’s sweet snootch! Where did they go?

The gnome moves forward with her shield raised. The champion stops next to Holly. She is ready to block with her shield or use her reaction to help a comrade. She uses all her senses to seek out the nearest bugger.

* shield
* stride
* seek

Perception/Seek 1d20 + 7 ⇒ (11) + 7 = 18 any bonus for darkvision? [/dice]

[ooc] Could someone please move Zeph one space south of Holly


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

As Zeph enters the chains in the room start swinging around. All area in the space is now difficult terrain.

Blades drop form the gantry, slicing at Zeph and Holly! Zeph is too distracted by the blades to get a bead on any of her enemies. No bonus for Darkvision

From all around, you hear gremlins giggle as their convoluted trap causes pain.

Blade vs Holly: 1d20 + 15 ⇒ (16) + 15 = 31
S: 2d8 + 7 ⇒ (3, 4) + 7 = 14
Blade vs Zeph: 1d20 + 15 ⇒ (19) + 15 = 34
S, Block: 2d8 + 7 - 8 ⇒ (5, 1) + 7 - 8 = 5

No reaction against the trap to help your ally, but you can block if you want and I have botted this in.

☀☀☀
Scythes and Chains Round 1

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
Eleanor (59/73 HP)
⠀⠀Holly (59/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-0 HP) │ Hidden to Zeph, Rhys, Barker
Gremlin 3 (-0 HP) │ Hidden to Zeph, Rhys
Gremlin 1 (-0 HP) │ Hidden to Zeph, Rhys
➤ Barker (44/63 HP)
Zephrena (68/73 HP) │ Reaction used, shield -8 HP
Gremlin 2 (-0 HP)
Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]

Dark Archive

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Barker Inspires and then moves in for a better look, pushing through the difficult terrain then Leaping atop some barrels in the corner.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The gremlin knows how to move through the swinging chains without effort. It slips through, stabbing its tiny shortsword at Holly!

Stab!: 1d20 + 11 ⇒ (17) + 11 = 28
P: 1d6 ⇒ 5

☀☀☀
Scythes and Chains Round 1-2

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (59/73 HP)
⠀⠀➤ Holly (54/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-0 HP) │ Hidden to Zeph, Rhys, Barker
Gremlin 3 (-0 HP) │ Hidden to Zeph, Rhys
Gremlin 1 (-0 HP) │ Hidden to Zeph, Rhys
Barker (44/63 HP)
Zephrena (68/73 HP) │ Reaction used, shield -8 HP
Gremlin 2 (-0 HP)
➤ Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Moving to the doorway, Rhys reaches out to give the rest of the team a push.

Move to the door, then Four Winds to give everyone a half stride. If Eleanor wants to stay back, he'll move in as well.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor moves into the room sending a small electric shock out to the gremlins. "Thanks Rhys that helps these old knees."

Tendril Strike vs #2: 1d20 + 14 ⇒ (11) + 14 = 25
Damage (Sonic): 2d8 + 4 ⇒ (4, 1) + 4 = 9

Electric Arc vs #2 and #3: 3d4 + 4 ⇒ (2, 4, 4) + 4 = 14 DC 21 Basic Reflex

◆ Act as One Stride
◆ Holly Strike
◆◆ Electric Arc

Status:

HP 54/73
AC 19
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 2nd 2/2 | 3rd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 54/73
AC 22 (23 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2d20 ⇒ (9, 19) = 28 S, CS

Holly slaps, Eleanor zots — but not to the effect she hoped! Barker moves to the table, while Zeph bravely advances forward under the 4 winds.

Alphabetical order Barker, Eleanor, Zeph: 1d3 ⇒ 2
Eidolon or Eleanor: 1d2 ⇒ 1
Scythe vs Holly: 1d20 + 15 ⇒ (8) + 15 = 23
S: 2d8 + 7 ⇒ (1, 3) + 7 = 11

Blades cut at Holly; sap dribbles on the ground.

The gremlins come out of hiding to swarm Zeph!

Tough Gremlin Shortsword: 1d20 + 14 ⇒ (6) + 14 = 20
More Tough Gremlin Shortsword: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24

Gremlin 3 Bite: 1d20 + 11 ⇒ (4) + 11 = 15
Gremlin 3 Claw: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26

Gremlin 1 Bite: 1d20 + 11 ⇒ (8) + 11 = 19
Gremlin 1 Claw: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24

Swarmed though she is the champion stands resolute, and unhurt!

☀☀☀
Scythes and Chains Round 2

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
Eleanor (43/73 HP)
⠀⠀Holly (43/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-0 HP) │ Hidden to Zeph, Rhys, Barker
Gremlin 3 (-0 HP) │ Hidden to Zeph, Rhys
Gremlin 1 (-0 HP) │ Hidden to Zeph, Rhys
➤ Barker (44/63 HP)
➤ Zephrena (68/73 HP) │ Reaction avail, shield -8 HP
Gremlin 2 (-16 HP)
Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker keeps on inspiring, and uses his magic to send a scyth towards one of the gremlins

Telekinetic projectile@gremlin 3, ic: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Damage, s: 3d6 + 4 + 1 ⇒ (2, 4, 2) + 4 + 1 = 13


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Round 2
The gnome smiles as she turns and spins feeling the gremlin’s attacks bounce off her armor. She keeps her favorite shield up and turns her smile into an insane toothy grin of intimidation. Lastly she brings her flickmace around to bash the big tough leader in the brain pan.

*shield
*intimidate
*attack!

Intimidate 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Melee attack 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Flickmace 2d8 + 4 + 1 ⇒ (2, 7) + 4 + 1 = 14


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Barker sends a scythe at his target, drawing blood thanks to the sonic push of his song!

Zeph makes the leader rethink life choices with a glare before bruising her skull.

Gremlin 2 decides not to go help his friends because he has a perfectly good plant to wreck:

Bite: 1d20 + 13 ⇒ (16) + 13 = 29
P: 1d8 + 3 ⇒ (1) + 3 = 4

Claw: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
P: 1d8 + 6 ⇒ (4) + 6 = 10

Claw: 1d20 + 13 - 8 ⇒ (6) + 13 - 8 = 11

Sap dribbles to the ground. Poor old Eleanor gets bruised.

☀☀☀
Scythes and Chains Round 2-3

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (29/73 HP)
⠀⠀➤ Holly (29/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-0 HP) │ Fright 1
Gremlin 3 (-20 HP)
Gremlin 1 (-0 HP)
Barker (44/63 HP)
Zephrena (68/73 HP) │ Reaction avail, shield -8 HP
Gremlin 2 (-16 HP)
➤ Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Stepping into the chaos, Rhys sees a clear shot at the injured nuisance, flinging a bolt of lightning at the gremlin.

Elemental Blast, Inspired on #3: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Electricity Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor steps back as Holly gets into the center of the room. She begins whipping her vines frantically as small sonic pulses snap throughout the air, catching all of the gremlins in the pulse.

Tendril Strike vs #2: 1d20 + 14 ⇒ (8) + 14 = 22
Damage (Sonic): 2d8 + 4 ⇒ (7, 4) + 4 = 15

Thundering Roar Sonic Damage: 4d8 ⇒ (6, 6, 2, 5) = 19 DC 21 Basic Will to everything in 10' which looks like all gremlins

◆ Act as One Step
◆ Holly Strike
◆ Holly Stride
◆ Thundering Roar from Thundering Dominance

Status:

HP 29/73
AC 19
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 2nd 2/2 | 3rd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 29/73
AC 22 (23 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Rhys's lightning zaps just over the gremlin's head. Pesky! Missed by 1…

4d20 ⇒ (14, 11, 10, 14) = 49 Big Gremlin (Fright. 1): S, F, F, S

The gremlins' big ears bleed. They aren't laughing anymore. One of them dies afraid. Then they laugh again.

______

The gantry blades swing…

Alphabetical order: 1d4 ⇒ 1 Barker

Scythe Gnoll: 1d20 + 15 ⇒ (1) + 15 = 16

The tough gremlin scuttles about then attacks Zeph:

Tough Gremlin Shortsword: 1d20 + 14 ⇒ (16) + 14 = 30
P: 1d6 + 5 ⇒ (3) + 5 = 8

More Tough Gremlin Shortsword: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12

Gremlin 3 and 1 do likewise, scuttling around among the chains and then biting and clawing at the champion.

EEEE!

Gremlin 3 Bite: 1d20 + 11 ⇒ (10) + 11 = 21
Gremlin 3 Claw: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9

Gremlin 1 Bite: 1d20 + 11 ⇒ (11) + 11 = 22
Gremlin 1 Claw: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26

They don't do a very good job of it.

☀☀☀
Scythes and Chains Round 3-4

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (29/73 HP)
⠀⠀➤ Holly (29/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-9 HP) │ Fright 1
Gremlin 3 (-29 HP)
Gremlin 1 (-19 HP) │ Fright 1
➤ Barker (44/63 HP)
➤ Zephrena (60/73 HP) │ Reaction avail, shield -8 HP
➤ Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Round 3

Zephrena shouts out Sheylin! as she continues battle with the small buggers. The gnome grins maniacally as she keeps her shield up. The flickmace comes around in a tight arc keeping up attack on the injured one.

*shield
*attack
*attack

Melee attack 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Flickmace 2d8 + 4 + 1 ⇒ (7, 3) + 4 + 1 = 15

2nd attack 1d20 + 14 + 1 - 5 ⇒ (12) + 14 + 1 - 5 = 22
Flickmace 2d8 + 4 + 1 ⇒ (2, 2) + 4 + 1 = 9


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker keeps on inspiring but also he sends some healing towards Eleanor

Soothe, lvl 2: 2d10 + 8 ⇒ (6, 1) + 8 = 15


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor and Holly continue to shock and thump the gremlins as they stay piled up. "Tough little buggers. Reminds me of moles in the yard. Difficult to get rid of."

Tendril Strike vs #2: 1d20 + 14 ⇒ (14) + 14 = 28
Damage (Sonic): 2d8 + 4 ⇒ (1, 8) + 4 = 13

Electric Arc vs #2 and #3: 3d4 + 4 ⇒ (1, 4, 4) + 4 = 13 DC 21 Basic Reflex

◆ Holly Strike
◆◆ Electric Arc

Status:

HP 44/73
AC 19
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 2nd 2/2 | 3rd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 44/73
AC 22 (23 w/ Reinforce Eidolon)

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"Gang way!" Rhys calls out in warning, before surging forward in a bolt of lightning through the gremlins and unfortunately Zephrena as well.

Lightning Dash: 2d12 ⇒ (12, 4) = 16 DC21 Basic Reflex

Reforming under the gantry, he snatches at the sparks of his arrival and casts them back at his previous target.

1 Action Inspired Elemental Blast on #3: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Electricity Damage: 2d6 ⇒ (6, 6) = 12


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

3d20 ⇒ (6, 6, 11) = 23 F, F, F

AHHH! The gremlins start to panic as their friends fall. The tough one kicks her ally who rushes to the door, and opens it. They run out into the alleyway behind the shop, out into the streets.

You can pursue, or let them go.

Of course, their vicious trap is still swinging…

1d4 ⇒ 1

1d20 + 15 ⇒ (17) + 15 = 32
S: 2d8 + 7 ⇒ (1, 6) + 7 = 14 Doubled to 28

… leaving the bard bloodied. I oly there was a way to shut it off!

Thievery DC 20 (expert) on the control panel or smash the chains, which may take a while thanks to Hardness

☀☀☀
Scythes and Chains Round 4-5

Terrain: Ladder up to Gantry 15', shop floor now difficult terrain
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (44/73 HP)
⠀⠀➤ Holly (44/73 HP) │ Reinforced 1/3, Thunderingly Dominant
Gantry blades (-0 HP)
Tough gremlin (-25 HP) │ Fleeing
Gremlin 1 (-47 HP) │ Fleeing
➤ Barker (16/63 HP)
➤ Zephrena (44/73 HP) │ Reaction avail, shield -8 HP
➤ Rhys (75/75 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Climb Ladder :
We'll say 2 free hands, difficult terrain (so 30' of movement to get up there)

Hidden/Seek :
Hidden. Seek DC 24 to locate the tougher one, DC 19 for the others.[/ooc]


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Bloodied Barker runs out of the room ...

"Bloody hell that was my new shirt! Before the day is done it will look like a patchwork job of a madman!"


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor backs out as she calls for Holly to retreat. "Can we get around those chains?"

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Rhy makes a dash for the exit opened by the fleeing foes, stopping once clear of the hazardous trap. "I can try to blast them apart, if we don't mind rousing the neighbors."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You move back out of the room and blast the chains from afar. It takes a while, but eventually the blades fall to the ground, among pools of melted iron.

______

In the small office atop the raised platform is a toppled cabinet, inside of which is an ebony and silver music box with a winding key. Attached to this music box by a string is a note:

Note wrote:
“Dhia, I hope you find this to your liking. It reminds me of you. Your Friend, FF.”

DC 20 Society or Crafting check on music box:
it was made by Fingiliam, a local tinkerer who has combined her love of music with her passion for mechanical devices. You know where to find her shop.

There are additional letters very much in the same vein as the correspondence in Valls’s house. These messages don’t mention names of the people writing, but instead refer to one another as “V,” “D,” and “S.”

DC 19 Society or Perception on letters:
In a part of one letter that V writes about meeting with one of a patron to raise funds for their group project. V notes that this patron seemed quite upset when he told her he was going to be putting off the third volume of his poetry to work on this project instead.

The patron isn't named.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Society, music box: 1d20 + 9 ⇒ (1) + 9 = 10

Society, letters: 1d20 + 9 ⇒ (17) + 9 = 26

"Hmm, In a part of one letter that V writes about meeting with one of a patron to raise funds for their group project. V notes that this patron seemed quite upset when he told her he was going to be putting off the third volume of his poetry to work on this project instead.
The patron isn't named."
comments Barker as he looks through the messages

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Crafting: 1d20 + 12 ⇒ (4) + 12 = 16

"FF. Those initials sound familiar, but I can't place them."


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Society: 1d20 + 7 ⇒ (4) + 7 = 11

Eleanor shakes her head. "Barker is right but I know little else about this cryptic message." She taps a wrinkled finger to the page. "FF could be anything though."


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Society 1d20 + 8 ⇒ (9) + 8 = 17
Crafting 1d20 + 8 ⇒ (7) + 8 = 15

The gnome gives the items a good look but she squints her eyes in frustration. Im sorry. I feel a little foggy. The champion looks a little suspiciously at the others. Did someone spike my bottle?


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --
Zephrena wrote:

Society 1d20+8

Crafting 1d20+8

The gnome gives the items a good look but she squints her eyes in frustration. Im sorry. I feel a little foggy. The champion looks a little suspiciously at the others. Did someone spike my bottle?

Barker laughs like a hiena ... then turns to be completely serious

"Happens to the best of us! Once I went on partying with fellow circus performers, the last thing I remembered was agreeing to try Tightrope walking 7 feat over the street. It may or may have not been the result of my bragging about how easy that is"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

With no other leads, you might need to ask around town. Perhaps this "FF" will have a clue to your next steps. Gather info. Unless you have some other idea!

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