Welcome to Alkenstar!

Game Master Violant

Slides and Maps


301 to 336 of 336 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Still waiting on the porch keeping a keen eye out, Onnello hopes the others will be able to convince the alchemist to come along quickly.

If you need a perception check from the porch he'll take 10(17)


IG Slides OoA Slides

Alright. Sorry for the delay, job-app hell again.

Gattlebee steps into view, looking a bit bewildered, before he gasps in mock surprise. "You're the group Dunsmith sent to escort me, right? Well, you managed to make it through the traps alright, besides one," he says as he steps on a floorboard as wooden bullets shoot out in the gulf between the lot of you, and him, causing the trap to be disarmed.

You notice that he carries with him a cage containing a chameleon... albeit one with six legs, presumably mutated a tad by the Mana Wastes radiation, but not enough to result in the more... infamous mutations that causes creatures, beasts, and animals to wreck havoc.

"Alright. Any more questions to ask before we head out? I might need to stop by the All Yeast Brewery a bit before we get to our actual destination, though."

Perception DC 25: 1d6 ⇒ 1


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

"We are the group sent to escort you. Do you have anything on you that might be....dangerous...in the wrong circumstances?" Thraag asks while trying not to say Dunsmith's name outloud.


IG Slides OoA Slides

Yeah should have said that he was whispering Dunsmith's name.

"Besides being an alchemist and being able to make bombs out of nearly anything," he says with a chuckle, "no."


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Hearing the others make contact with Gattlebee, Onnello steps in the doorway. Looking at the little Alchemist, he nods, "We were told you would want to go to the Brewery and have planned for that." He gestures towards the house, "Do you have a back door or are we exiting the way we came?"


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

"Wear this hat as well, it will hide what you look like. The lizard might be a problem. Can we put a cloth over the cage?" Thraag says as he offers the Hat of Disguise.


IG Slides OoA Slides

Gattlebee dons the hat, turning into a clean-shaven male dwarf as bits of his height leave him. "Arright," he says in an unfamiliar-to-him voice with the hat masking his true identity, "Just lemme reset the traps and get Slick. Ah bolts, where’d that lizard go? Slick!"
The sounds of breaking glass and shattering woodprecede a calamitous sight: Gattlebee’s six-legged chameleon suddenly growing first to the size of a cat, then a dog, then a horse, all in a matter of moments. The chameleon, as startled as anyone, smashes through the table in the middle of the lab and clambers about, spilling papers and alchemical equipment everywhere. Gattlebee pinches the bridge of his nose, exasperated. "Ah, bolts. Slick’s gotten into the growth serum again. You see the shrink potion anywhere? Never mind; what am I asking you for? Just take care of this. I gotta get my coat from the other room, anyway. Try not to kill 'im."

Everyone roll initiative to try to catch that lizard. You can try to make a DC 15 Perception check to find the shrinking potion as a move action.

Slick Initiative: 1d20 + 6 ⇒ (2) + 6 = 8


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Narl takes a quick glance around at the aforementioned shrink potion...

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

...but not seeing it, sighs and tries to wrestle the enlarged lizard.

Combat Maneuver/Grapple: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1
GM Violant wrote:
Everyone roll initiative to try to catch that lizard. You can try to make a DC 15 Perception check to find the shrinking potion as a move action.

Since Onnello didn't enter the house, does he need to roll init. or perception?

just in case: init: 1d20 + 4 ⇒ (9) + 4 = 13
just in case: perception: 1d20 + 7 ⇒ (3) + 7 = 10


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Perception in case: 1d20 ⇒ 3 I have heard tell of a giant lizard, but is there really a giant lizard?

Grand Lodge

Initiative: 1d20 - 2 ⇒ (12) - 2 = 10

just in case perception: 1d20 + 5 ⇒ (2) + 5 = 7


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

I was not expecting my 12 to be among the higher perception rolls.


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

We are not the most observative of groups.

How big is the lizard? Tiny, Small, Colossal?


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

INIT: 1d20 + 2 ⇒ (4) + 2 = 6
PERC: 1d20 + 7 ⇒ (18) + 7 = 25

Erryll hadn't exactly announced that he was detecting for magic, and wasn't exactly planning to take anything without asking either, but when the Duke of Demolition said there was a missing potion, well, Erryll was all over that.


IG Slides OoA Slides

The Lizard is Large. Put yourself in the same room as the chameleon! (Had a hiccough with job applications, blegh, but I am back to full posting capacity). If you grapple the lizard, you can make an Acrobatics or a STR check to see if you can get it in there, translating from the 2e Acrobatics or Athletics.

Erryll manages to find the shrinking potion among the assorted alchemical and magical potions and elixirs dotting the table. Meanwhile, explosions are heard as Slick knocks things off of tables, causing an explosion that misses all of you as volatile agents intermix.

After the lizard is slightly startled, it sticks out its tongue at Thraag, causing the Occultist to be stuck to the lizard's tongue! Grappled condition, but only for Thraag and not the lizard.

Tongue CMB: 1d20 + 11 ⇒ (9) + 11 = 20

Everyone's up!


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Hearing the noise inside the house, Onnello leans in from the porch calling out "You all ok?"

Without an answer to the earlier question, I'll assume Onnello is delaying.


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

Thraag calls out at Onello, "Get in here and help shrink this blasted lizard before it eats me!"

Thraag grabs at the tongue as he speaks!

Concentration: 1d20 + 5 ⇒ (13) + 5 = 18

Melee Touch Attack: 1d20 + 5 ⇒ (5) + 5 = 10

I use one point of my Transmutation pool to do Size Alteration. The concentration works so I have the charge on my hand. If the 10 touches the lizard it must make a DC 14 Fortitude save or have it's size reduced by one step. This is like Reduce Person, but is not limited by the type of creature. If it fails to touch, I just hold the charge for now.


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Flinching at the repeated small explosions, Narl redoubles his efforts to grab the giant lizard.

Combat Maneuver/Grapple: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

Was it ever announced that Onnellp found the shrinking Potion earlier?

Told moves in to help thraag. "let me give you a hand there"

Aid Another: 1d20 ⇒ 20


1 person marked this as a favorite.
Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21
Told Hidrer wrote:
Was it ever announced that Onnellp found the shrinking Potion earlier?

Erryll found it five posts up.


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Ninja'd by Narl, but will leave be.

Told Hidrer wrote:
Was it ever announced that Onnellp found the shrinking Potion earlier?
GM Violant wrote:
In searching through the rooms, you find enough reagents, alchemical and magical, to fill a crate or two, but whatever amount you all could carry is pretty much worth nothing except a few copper, so it's not really worth it. In addition, you find a potion of Reduce Person as well, labeled as "Shrinking Potion," but nothing else of note.

Up to you, Onnello didn't find the reduce person potion perse he found the CLW and asked if anyone knew what it was.

Smiling as he shakes his head, Onnello calls back to Thraag, "Only way I'm helping with a lizard is if I get to shoot it."

I'll be out of town for the weekend, if the next round comes up, Onnello will stay on the porch watching for anyone approaching.


1 person marked this as a favorite.
IG Slides OoA Slides

Melee Touch: 1d20 + 1 ⇒ (17) + 1 = 18

Erryll manages to shove the potion onto the tongue of the creature, causing it to gradually shrink as Gattlebee goes into the room to personally find it himself, as he's already prepared. "Oh, seems you already have it. Should we head out then," he says as he walks towards the door, barely waiting for all of you.

I think we can manage with 4. Ready to move on?

Grand Lodge

"Good find Erryl, that could have been a nasty fight" Told says as he follows behind Gattlebee

I'm good with 4 people


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Good as well

Seeing Gattlebee ready to exit the building, Onnello gestures towards the gate, "Let's get out of here."

GM Violant, is the bridge first or the brewery?


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Narl finds the the lizard much easier to grapple once it's been returned to its original size. Holding it by the tail, he wordlessly hands it Gattleebee as the alchemist walks past.

Shaking his head in bewilderment at the others, he heads out to direct Gattleebee into the wagon he's procured.

Also good with 4.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Onnello Ustradi wrote:

Good as well

Seeing Gattlebee ready to exit the building, Onnello gestures towards the gate, "Let's get out of here."

GM Violant, is the bridge first or the brewery?

"genius idea! let's!"


IG Slides OoA Slides

Alright. Tech issues fixed, Tyrant's Grasp session finished. Let's get moving to make up for lost time. Guess we're still rolling with 5 then?

"Alright," Gattlebee says as he picks up and pets his mischevious now-normal-sized pet chameleon as it changes colors to match his shirt, somewhat concealing itself as if it heard the talk of shooting it. "Now that slick's all normal sized again, let's head out." Once you do head out, you're pretty much the talk of every street you head on, and some people start asking Gattlebee questions about pyronite, which he politely refuses to answer -- giving vague excuses about not wanting everyone to have access to such a powerful weapon.

You finally, after a while of walking, arrive at Bottleneck Bridge, which your successful preparations have determined there would likely be an ambush here... which admittedly you still kind of run into one regardless. A wide stone bridge connects the two shores of a rushing river. Carts and carriages frequent the center of the bridge while pedestrians stay toward the edges. The calls of vendors hawking their wares echo on the stonework as the merchants eagerly entice passersby to their wooden stalls. The twenty-foot-wide bridge runs forty-five feet, north to south. There are three fishmongers trying to sell their wares to some street vendors that look at you... suspiciously, but then they take out ornately decorated weapons and pounce (metaphorically) on you once they see Gattlebee -- two seeming alchemists armed with pistols and vials, and one gunner armed with only a non-ornate pistol.

"That's them! Those are the guys that are protecting Gattlebee! Get 'em for the boss!"

Erryll Init: 1d20 + 2 ⇒ (14) + 2 = 16
Narl Init: 1d20 + 1 ⇒ (20) + 1 = 21
Onnello Init: 1d20 + 4 ⇒ (15) + 4 = 19
Told Init: 1d20 - 2 ⇒ (16) - 2 = 14
Thraag Init: 1d20 + 2 ⇒ (12) + 2 = 14

Bombadiers Init: 1d20 + 4 ⇒ (4) + 4 = 8
Gunner Init: 1d20 + 3 ⇒ (18) + 3 = 21

You did expect something might go down here thanks to your preparation in advance (no surprise round), so it doesn't really take you by surprise when a single shot is fired, at Told specifically, by the non-alchemist of the bunch.

Pistol: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 1d6 ⇒ (1) + (2) = 3 Gun Smuggler.

Told, you take 3 damage. You all are up! I'm going to be creating the map and the enemies here shortly. Everyone, move you character to roughly about where Told is.


IG Slides OoA Slides

He's disguised, so let's make this group sound like a bunch of idiots.

As the Gun Smuggler shoots, you hear a bombadier screeching at her to stop. "They're supposed to be disguised! How in Brigh's name do you expect us to get away with murdering some random passerbies because they're the right number of people! Think, idiot, think!"

At this point you see the two alchemist lower their weapons, but the gunslinger still has her weapon raised. "I just have a gut feeling, okay! Something tells me this is them!"

Both gunchemists' guns are lowered, gun smuggler still believes its you. What do you do? Thanks for alerting me I goofed, Onnello. I was originally going to have them roll perception to see if they can see through the disguise... but now I guess we're just going with a twitchy-fingered gun smuggler. As a result, you can probably get by this without violence.


Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

I am not a talker. Anyone want to try and bluff our way through?


Male Human Vindictive Bastard 2 HP 22/22 | AC 18/T 14/FF 14 | Fort+5 / Ref +4 / Will +5 | CMB +3/CMD 17 | Init +4 | Perc +7 | Diplo. + 6 | VS 0/1

Everything happening quickly, Onnello begins to move as the three 'fishmongers' 'throw down.' As the shot rings out, he realizes Told is wounded. Moving quickly as the 'bushwhackers' rant at each other. Stepping towards the 'gunner' he draws the revolver from his hip. "You two can leave." Pointing the sandalwood handled revolver at the shooters head "You shot my friend." pulling the trigger.

Vindictive Smite AC 20, Move action within 10 ft drawing weapon, attack Revolver, (vindictive smite), deadly aim
attack: 1d20 + 6 + 2 - 1 ⇒ (17) + 6 + 2 - 1 = 24 damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5 well, that could have been better.

Grand Lodge

probably too late to use Diplomacy now hey?


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

LOLOLOLOLOLOLOLOLOL "Something tells me "this is them" hehehehehe, and what? You must be the brains of the operation? What a piece of trash. Imagine how a good hit might have worked out? Imagine if you could actually sling that gods fracking gun. What a dirtbag. AND your shot was worthless."


DIPLO: 1d20 + 2 ⇒ (4) + 2 = 6
INTIM: 1d20 + 7 ⇒ (20) + 7 = 27

"I'll tell you a secret though, it's a good secret too. I know a spell. A spell we call Nassik Cheen in the Underdark ... here, we'd probably call it Unerring Weapon. I can cast it on myself, but what would be the point of that, right!? Yeah no. I would cast it on one of my friends, they're angrier than I am. So if another bulet is fired, you will be dead, on the ground, and all you will have left is my laughter in your ears and my spit running down your face as you bleed out in the street. Yes ... I would stay to watch."


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Told Hidrer wrote:
probably too late to use Diplomacy now hey?

We may not need to ...


1 person marked this as a favorite.
Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Narl had his sword drawn even before Onnello fired his shot, but he holds his charge until he sees how the gunmen respond to Erryll's threat. To back the threat up, Narl growls something about being happy to try out the witch's magical Underdark weapon.

Aid Another(Intimidate): 1d20 + 7 ⇒ (14) + 7 = 21


1 person marked this as a favorite.
Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

Thraag tries to look threatening as he shakes his spiked chain to show they are armed.

Aid Intimidate: 1d20 ⇒ 20

Grand Lodge

Told draws his weapon and says "I might not be the one you meant to shoot, but if it's a fight you want you've got one here if you don't walk away"

Aid Another intimidate: 1d20 + 5 ⇒ (15) + 5 = 20

wasn't sure if this was aid another or Bluff. If I need to re roll let me know

301 to 336 of 336 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Magic is dead! Long live magic! (OoA 1E) All Messageboards

Want to post a reply? Sign in.