EbonFist's #10-20 Countdown to Round Mountain (Inactive)

Game Master EbonFist

Maps and Slides


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Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke's second shot, a 27, missed? Just checking, because if it did, I might stop using Rapid Shot.

The Exchange

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Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Fixed the grease, semi-transparent and now below the enemy icons

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Kal takes a 5 ft step toward the caster, bringing it into his considerable reach. He swings the blade, first to trip and then to strike. As the blade sweeps under the wizards feet, a strong jolt of electricity resonates down the blade and into the unfortunate caster.

Improve Trip

TRIP. +3 Adamantine,IC: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Spell conduit. Expend a swift action to cast a touch spell, auto hit
Shocking Grasp: 5d6 ⇒ (5, 6, 3, 5, 6) = 25

Attack. +3 Adamantine, IC, Prone: 1d20 + 14 + 2 + 4 ⇒ (11) + 14 + 2 + 4 = 31
Damage: 2d6 + 28 + 2 ⇒ (2, 1) + 28 + 2 = 33

AoO:
AoO: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30 Damage: 2d6 + 28 + 2 ⇒ (2, 2) + 28 + 2 = 34


Lacking Respect Games I've Played (Session Tracker)
Bocke Reed wrote:
Bocke's second shot, a 27, missed? Just checking, because if it did, I might stop using Rapid Shot.

Sorry, I don't know if I missed the second shot or forgot when I was ready to post, but that is a hit.

Scarlet slashes wildly at the mage but only one of her strikes hits.

Kal'Ryon fails to trip his opponent though his follow up strike barely hits.

Refl: 1d20 + 6 ⇒ (19) + 6 = 25

The clockwork soldier manages to keep it's feet.

Round 2/3, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -41HP
Myth
Clockworks Yellow -43HP, Blue -38, Red -70
Aja -17HP
Scarlet
Almaas -17HP
Bocke -17HP

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none
EbonFist wrote:
Sorry, I don't know if I missed the second shot or forgot when I was ready to post, but that is a hit.

I did forget the hail penalty, but I just wanted to double check. If it missed due to the rocks, which I suspect it did due to Scarlet's 23 missing, Bocke will not use Rapid Shot.

---

Bocke calls down a Judgement of Justice, and fires twice at Yellow.

Longbow, PBS, haste, hail, judgement: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (8) + 13 + 1 + 1 - 4 + 2 = 21
Damage, PBS: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 plus Electricity: 1d6 ⇒ 2 plus Bane (construct): 2d6 ⇒ (4, 3) = 7

Longbow, PBS, haste, hail, judgement, hasted attack: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (11) + 13 + 1 + 1 - 4 + 2 = 24
Damage, PBS: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 plus Electricity: 1d6 ⇒ 3 plus Bane (construct): 2d6 ⇒ (6, 2) = 8


Lacking Respect Games I've Played (Session Tracker)

Bocke continues to pepper the soldier with arrows, though one is deflected by its armor while the other finds a gap in the metal.

Round 2/3, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -41HP
Myth
Clockworks Yellow -60HP, Blue -38, Red -70
Aja -17HP
Scarlet
Almaas -17HP
Bocke -17HP

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth steps back and fires again at the nearest mech…

To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Hail, IC, Haste
Damage: Magic, Strength, Deadly Aim, IC

Magic Longbow: 1d20 + 13 + 1 - 2 - 4 + 2 + 1 ⇒ (18) + 13 + 1 - 2 - 4 + 2 + 1 = 29
Magic/Adamantine Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (3) + 1 + 3 + 4 + 2 + 1 = 14


Lacking Respect Games I've Played (Session Tracker)

Myth fires another shot, landing another hit.

Almaas also fires again.
+1 Longbow: 1d20 + 18 ⇒ (10) + 18 = 28
Longbow damage: 1d8 + 5 ⇒ (7) + 5 = 12

Also scoring a hit.

Those final two arrows are enough to finish it off.

The remaining soldier circumnavigates the greasy patch on the ground (apparently not needing anything from the oilcan) and attacks Myth.

+1 longsword: 1d20 + 18 ⇒ (10) + 18 = 28
slashing: 1d8 + 9 ⇒ (3) + 9 = 12

Cutting a jagged slash across the man.

The mage fighting Kal'Ryon steps back out of immediate glaive range and fires three more bursts of fiery light at him.

Scorching ray(Touch): 1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 32
Fire Damage: 4d6 ⇒ (1, 5, 2, 4) = 12

Scorching ray(Touch): 1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 32
Fire Damage: 4d6 ⇒ (4, 4, 1, 4) = 13

Scorching ray(Touch): 1d20 + 20 - 4 ⇒ (9) + 20 - 4 = 25
Fire Damage: 4d6 ⇒ (4, 6, 1, 3) = 14

The mage that is between Poppy and Scarlet tries again.

Cast Defensively Concentration: 1d20 + 10 ⇒ (16) + 10 = 26

And succeeds this time.

Scorching ray(Touch Scarlet): 1d20 + 20 - 4 ⇒ (2) + 20 - 4 = 18
Fire Damage: 4d6 ⇒ (6, 4, 3, 4) = 17

Scorching ray(Touch Scarlet): 1d20 + 20 - 4 ⇒ (8) + 20 - 4 = 24
Fire Damage: 4d6 ⇒ (6, 5, 1, 3) = 15

Scorching ray(Touch Poppy): 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Fire Damage: 4d6 ⇒ (6, 2, 2, 3) = 13

Round 3/4, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -84HP
Myth -12HP

Clockworks Blue -38, Red -70
Aja -17HP
Scarlet -32HP (Poppy) -13HP
Almaas -17HP
Bocke -17HP

Scarab Sages

F Kitsune Bard 10|HP:56/73|AC: 25 (F:18,T:14)|F:6 R:11 W:9| CMB:+5 CMD:19|INIT:+5|PERC:+5|

Seeing Kal'Ryon take heavy fire from the clockwork mage, Aja moves with her magically enhanced speed toward the ganzi and casts another Grease spell under the mage's mechanical feet.

It figures we'd be fighting nothing but undead and constructs in this adventure. Most of my spells are enchantment/compulsion-type and totally useless.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Poppy - Resist Energy (Fire) 10, so only -3 (45/48_
Scarlet - Resist Energy (Fire) 5, so only -22 (74/96)

The Lyrakien and the Tiefling seem a bit less worried about fire than perhaps one would have hoped.

Scarlet keeps at it...

Flank/Haste/IC
Sneack/Acid/Elec
Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (9) + 15 + 2 + 1 + 2 = 29
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (2) + 7 + (4, 5, 4, 1, 6) + (4) + (3) + 2 = 38
+Hampered, no 5' step and speed reduced to half.

Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (13) + 15 + 2 + 1 + 2 = 33
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (4) + 7 + (5, 3, 5, 1, 1) + (3) + (3) + 2 = 34
+Hampered, no 5' step and speed reduced to half.

Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (7) + 15 + 2 + 1 + 2 = 27
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (2) + 7 + (1, 2, 5, 1, 6) + (2) + (3) + 2 = 31
+Hampered, no 5' step and speed reduced to half.

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Kal has Resistance 10/fire while raging. He would have taken 9 points of the damage from scorching ray

The washes over Kal, and despite some impact marks- the ganzi himself seems relatively unphased. Opting for damage, and not finesse, Kal acts to sweep the legs of the mage before driving the long blade in for the kill.

+3 Adamantine, IC: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28
Damage, Arcane Strike: 2d6 + 30 + 2 ⇒ (1, 4) + 30 + 2 = 37

+3 Adamantine, IC: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Damage, Arcane Strike: 2d6 + 30 + 2 ⇒ (5, 3) + 30 + 2 = 40


Lacking Respect Games I've Played (Session Tracker)

Refl: 1d20 + 12 ⇒ (6) + 12 = 18

Aja causes the robot mage attacking Kal'Ryon to have a work place accident.

Scarlet finishes shredding her opponent into metal confetti.

Kal'Ryon's new strategy of "just chop it" works, his first blow sending the mage's head rolling.

Round 3/4, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -54HP
Myth -12HP
Clockworks Blue -38, Red -70
Aja -17HP
Scarlet -22HP (Poppy) -3HP
Almaas -17HP
Bocke -17HP

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

I think the descriptions are off, Blue and Red should be down, correct, with only Green remaining?

Longbow, PBS, haste, hail, judgement: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (12) + 13 + 1 + 1 - 4 + 2 = 25
Damage, PBS: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 plus Electricity: 1d6 ⇒ 2 plus Bane (construct): 2d6 ⇒ (5, 1) = 6

Longbow, PBS, haste, hail, judgement, hasted: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (10) + 13 + 1 + 1 - 4 + 2 = 23
Damage, PBS: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus Electricity: 1d6 ⇒ 1 plus Bane (construct): 2d6 ⇒ (3, 4) = 7


Lacking Respect Games I've Played (Session Tracker)

That's correct, I took them off the board but didn't put them down on the report.

Bocke embeds an arrow in the otherwise unblemished clockwork soldier that has charged the bulk of the group.

Round 3/4, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -54HP
Myth -12HP
Clockworks Green -16
Aja -17HP
Scarlet -22HP (Poppy) -3HP
Almaas -17HP
Bocke -17HP


Lacking Respect Games I've Played (Session Tracker)

Almaas fires again.

+1 Longbow: 1d20 + 18 ⇒ (6) + 18 = 24
Longbow damage: 1d8 + 5 ⇒ (3) + 5 = 8

And so does Myth after taking a precautionary step back.

Magic Longbow: 1d20 + 13 + 1 - 2 - 4 + 2 + 1 ⇒ (7) + 13 + 1 - 2 - 4 + 2 + 1 = 18
Magic/Adamantine Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (8) + 1 + 3 + 4 + 2 + 1 = 19

Almaas hits, Myth does not.

The soldier follows the archer and hacks away with his sword.

+1 longsword: 1d20 + 18 ⇒ (16) + 18 = 34
slashing: 1d8 + 9 ⇒ (2) + 9 = 11

+1 longsword: 1d20 + 13 ⇒ (15) + 13 = 28
slashing: 1d8 + 9 ⇒ (2) + 9 = 11

Landing two blows.

Round 4/5, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -54HP
Myth -34HP

Clockworks Green -19
Aja -17HP
Scarlet -22HP (Poppy) -3HP
Almaas -17HP
Bocke -17HP

Scarab Sages

F Kitsune Bard 10|HP:56/73|AC: 25 (F:18,T:14)|F:6 R:11 W:9| CMB:+5 CMD:19|INIT:+5|PERC:+5|

Aja snaps the fingers of her right hand, and the grease patch near the remaining enemy disappears, and Myth's hair resolves itself into a Teddy Boy quif with a little kiss curl on the forehead. She starts to strut and dance back toward the melee.

"We're gonna rock that clockwork guy tonight!
We're gonna rock rock rock his world tonight
We're gonna knock off that clockwork block of his toniiiight!"

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Kal continues to press on through the open courtyard, covering 60 feet, but not getting close enough to strike at the remaining Clockwork creature.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Scarlet and Poppy reposition...

Double move

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Kal'Ryon, I believe if you're moving in a straight line, you can Run for 4x speed for +CON rounds. This is just something I remember from the Glass Cannon Podcast, but I did find a d20pfsrd page. link.

---

Longbow, PBS, haste, hail, judgement: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (13) + 13 + 1 + 1 - 4 + 2 = 26
Damage, PBS: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 plus Electricity: 1d6 ⇒ 4 plus Bane (construct): 2d6 ⇒ (4, 3) = 7

Longbow, PBS, haste, hail, judgement, hasted: 1d20 + 13 + 1 + 1 - 4 + 2 ⇒ (12) + 13 + 1 + 1 - 4 + 2 = 25
Damage, PBS: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 plus Electricity: 1d6 ⇒ 4 plus Bane (construct): 2d6 ⇒ (3, 4) = 7


Lacking Respect Games I've Played (Session Tracker)

Bocke nails the construct with two more arrows while most of his companions rush to his side to aid him.

Round 4/5, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -54HP
Myth -34HP
Clockworks Green -54
Aja -17HP
Scarlet -22HP (Poppy) -3HP
Almaas -17HP
Bocke -17HP

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth steps back and fires again at the nearest mech…

To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Hail, IC, Haste
Damage: Magic, Strength, Deadly Aim, IC

Magic Longbow: 1d20 + 13 + 1 - 2 - 4 + 2 + 1 ⇒ (4) + 13 + 1 - 2 - 4 + 2 + 1 = 15
Magic/Adamantine Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (5) + 1 + 3 + 4 + 2 + 1 = 16


Lacking Respect Games I've Played (Session Tracker)

Myth's shot goes wide while the third member of the archer trio fires.

+1 Longbow: 1d20 + 18 ⇒ (8) + 18 = 26
Longbow damage: 1d8 + 5 ⇒ (3) + 5 = 8

Almaas hits where Myth does not.

The soldier, with fresh targets right next to it, sends one slash at Scarlet and another at Poppy.

+1 longsword: 1d20 + 18 ⇒ (17) + 18 = 35
slashing: 1d8 + 9 ⇒ (8) + 9 = 17

+1 longsword: 1d20 + 13 ⇒ (9) + 13 = 22
slashing: 1d8 + 9 ⇒ (7) + 9 = 16

It manages to strike them both.

Round 5/6, the BOLD may act.
The falling rocks are treated as hail so you get a -4 penalty to sound based perception checks and ranged attacks.
Kal'Ryon -54HP
Myth -34HP

Clockworks Green -57
Aja -17HP
Scarlet -39HP (Poppy) -14HP
Almaas -17HP
Bocke -17HP

Scarab Sages

F Kitsune Bard 10|HP:56/73|AC: 25 (F:18,T:14)|F:6 R:11 W:9| CMB:+5 CMD:19|INIT:+5|PERC:+5|

Aja moves over toward her companions so she can get a good look at the end of the last... well, really to make sure everyone can get a good look at her as she goes into her rousing finale.

"So long!
Farewell!
Aufwiedersehn goodbye!"

The first person who misses on their next attack gets a Gallant Inspiration cast on them as an immediate action.

How Inspired are you?:
Gallant Inspiration: 2d4 ⇒ (1, 4) = 5

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

The blade strikes homs on Scarlet, but against Poppy it finds the going a bit tougher.
DR 5/Evil

Flank/Haste/IC
Sneack/Acid/Elec
Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (8) + 15 + 2 + 1 + 2 = 28
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (1) + 7 + (2, 4, 3, 3, 6) + (2) + (3) + 2 = 33
+Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (15) + 15 + 2 + 1 + 2 = 35 vs Bewildered AC (-6 Penalty to AC)
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (1) + 7 + (6, 3, 4, 5, 1) + (2) + (5) + 2 = 36

Claw 1d20 + 15 + 2 + 1 + 2 ⇒ (4) + 15 + 2 + 1 + 2 = 24 vs Bewildered AC (-6 Penalty to AC)
Damage 1d4 + 7 + 5d6 + 1d6 + 1d6 + 2 ⇒ (3) + 7 + (3, 3, 1, 1, 1) + (3) + (6) + 2 = 30

If any missed, will take that amazing buff from Aja

Poppy attacks too, fighting defensively.
+3 to AC, -4 to attack
Flank
Attack 1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17 vs Bewildered AC (-2 penalty to AC)
Miss, but now has an AC bonus

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth steps back and rinse, repeat…

To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Hail, IC, Haste
Damage: Magic, Strength, Deadly Aim, IC

Magic Longbow: 1d20 + 13 + 1 - 2 - 4 + 2 + 1 ⇒ (19) + 13 + 1 - 2 - 4 + 2 + 1 = 30
Magic/Adamantine Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (4) + 1 + 3 + 4 + 2 + 1 = 15


Lacking Respect Games I've Played (Session Tracker)

Scarlet cuts down the last of their attackers. No more than a dozen seconds later, loud booms followed by the cracking of wood and twang of massive cables snapping ring out over the constant patter of gravel falling out of nowhere as the ratfolk sabotage and destroy their own elevators. It takes half a minute for the destruction to be completed as things slowly fall apart and topple over while supports buckle under the stress.

"Come with me if you want to live!" Nor Zhen says, extending a hand to them. He leads the way as you race to the nearest bunker, dodging larger pieces of debris as they form and fall. Only seconds after you gather inside there is a sudden, almost unbearable wall of pressure and the entrance behind you is abruptly gone, all light from that direction gone. For several moments later, there is the nerve wracking sound of stone grinding on stone and dust drifts down on you from the ceiling, a few small pebbles breaking free as well, perhaps a threat of the entire ceiling collapsing on you.

But no, the plan has worked, rather than being crushed by unimaginable tons of stone, you are just trapped under it.

"So, what do you surface worlders do for fun?" one of the many ratfolk in the bunker with you asks.

Unless someone has access to some sort of teleportation magic -

Several weeks pass before a rescue team manages to locate and free you and the many ratfolk sharing your bunker.

By the time you escape, recovery has already begun. The first few months of recovery are relatively peaceful. The former inhabitants of the Hao Jin Tapestry and the former citizens of the Big Ticker are given the time and space needed to begin rebuilding their lives.

Of course, the Diguo-Dashu have lost much of their food and resources, but surface world traders, including many members of the Exchange from the Pathfinders, step in to help.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Trapped in the underground bunker, Scarlet and Poppy pass the time working on more acts for their traveling circus (including Rusty the Wonder Dog!)until the other teams arrive to dig them out.

"Good thing the Exchange is always here to help!" Scarlet remarks as she sees her faction-friends turning up.

"It was great adventuring with you all - I look forward to another adventure in due course!"

With that, the two rogues depart for their next caper.

Scarab Sages

F Kitsune Bard 10|HP:56/73|AC: 25 (F:18,T:14)|F:6 R:11 W:9| CMB:+5 CMD:19|INIT:+5|PERC:+5|
EbonFist wrote:
"So, what do you surface worlders do for fun?" one of the many ratfolk in the bunker with you asks.

Aja does NOT look happy at the prospect of being trapped in a dark, cramped, dusty bunker for days on end, but she quickly hides whatever glimmers of dismay she may be feeling and goes to work. Lifting spirits and helping people in trying times was her job, after all.

"I'm glad you asked that. I don't suppose any of you have any dice?"

As she gets out the coffee grinder and begins to kindle a small fire...

"Of course I know all sorts of songs and stories, but I find that just listening to someone can get tiresome after a while. Even Rusty the Wonder Dog isn't *that* entertaining. But perhaps we can all participate in telling s story together--

"Here's what I have in mind. I'll be the storyteller, and 5 or 6 of you can be the characters in the story. It will be an adventure story, a great heroic quest! You can be anyone sort of person you want. A surface worlder, or a Darklander, any sort of creature you like. The important thing is that the character be interesting, and that you commit to acting and speaking as that person. You'll slay monsters, solve puzzles, perform feats of skill and daring, all as part of your great heroic mission! We'll use the dice to determine your success and failure at any given task. And as you succeed more and more, you'll become ever richer and more powerful! Doesn't that sound fun? I'll explain the rules in a bit. The rest of you can watch this first group, and after a while, we'll switch up and do another group of characters in a different story. And if I manage it right, we can make it all part of one great big story!"

"OK, so, I have some salt, let's get those mushroom chips salted up and put into a bowl. Snack food is essential..."

And even with only a few dice and using sticks to tally things in the dirt and little pebbles to stand in for characters on a battle map, Aja soon has a game she calls 'Pathfinders' up and running.

She runs three sessions a day for three different groups, and that proves to be enough as it provides something entertaining to watch as well as a topic of conversation for people in between sessions. Aja drinks a great deal of coffee and by the fifth day she's looking a little haggard and jittery, but generally seems to be enjoying herself.

At various other times, when people have grown a little tired of the game, Aja takes the opportunity to sleep, or to quietly play an instrument in a corner, and willingly takes requests of songs or famous tales, and surprisingly seems to know many Darkland variants.

When the rescue finally comes, Aja nearly cries with delight and rushes precipitously out of the bunker, grateful to have escaped her claustrophobic dungeon.

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