Empires Devoured (Inactive)

Game Master DoubleGold


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DungeonMaster

No longer on roll20, easier to use google docs on play by post
Link


DungeonMaster

Flask hits it good and it is weak to sonic taking an extra 10.
It will fly around towards you 1st action
Attack you Flask with tail 2nd action hit: 1d20 + 24 ⇒ (17) + 24 = 41 dmg: 2d10 + 12 ⇒ (9, 5) + 12 = 26
And 3rd action grab you
All heroes are up


Ray aims and fires twice. Let's see if it has Attack of Opportunity.
First shot: 1d20 + 22 ⇒ (1) + 22 = 23
Sonic: 5d6 + 8 ⇒ (5, 3, 1, 5, 6) + 8 = 28
Second shot: 1d20 + 22 ⇒ (10) + 22 = 32
[dice=5d6+8[/dice]


Sonic correction: 5d6 + 8 ⇒ (4, 1, 4, 2, 3) + 8 = 22

Liberty's Edge

Dataphiles

? Barathu Mystic (Shadow)

Doctor Zharkov looks at the strange flying creature hovering not too far away from the cover of the building and points up it it with a tentacle.

2 action SLOW spell on the Strange creature

DC 31 Fortitude Save

THen 1 action movement into the bushes to avoid further gunfire.


DungeonMaster

It does not have aoo, but you only hit it once for 22 actually 12 because of resistance. Edit Okay 32, I didn't realize I gave it weakness instead of resistance, it is suppose to have resistance, but it has weakness now cause players are going to target it based upon what they learned. So we are staying with weakness you dealt 32 this time and 42 last time.
fort: 1d20 + 22 ⇒ (9) + 22 = 31 just barely saves.
Matthew is up. Kip is up.

Liberty's Edge

Dr Zharkov = Matthew (thats me)


DungeonMaster

Kip will take cover as one action and then fire twice at it hit: 1d20 + 21 ⇒ (15) + 21 = 36 dmg: 2d6 + 2 ⇒ (3, 4) + 2 = 9 Hits it once but for 0 damage as his weapon ain't sonic.
hit: 1d20 + 16 ⇒ (9) + 16 = 25 dmg: 2d6 + 2 ⇒ (4, 6) + 2 = 12

It goes It is casting a spell in melee if that means anything. I need everyone to give me a will saving throw or be slowed. DC 3260 foot cone. The first person to fail give me an additional will save. It has an ability that takes one action, but can only affect 1 target
Whoever fails the will save takes dmg: 1d10 ⇒ 9 mental damage and is demoralized 1.
All heroes are up We have about 45 days to finish last of part 2 and do all of part 3 so we can get credit for playtest. Luckily I have more time this week as well as computer access, so posting will increase for a week.
Also it has regeneration 10 which you have noticed and no sonic doesn't deactivate it, so it has healed 20 so far. It can be turned off but you need a specific type of damage.


Ray switches to lasers, aims, and shoots.
First shot: 1d20 + 26 ⇒ (3) + 26 = 29
Fire: 5d6 + 8 ⇒ (5, 2, 3, 6, 5) + 8 = 29
Second shot: 1d20 + 22 ⇒ (13) + 22 = 35
Fire: 5d6 + 8 ⇒ (4, 5, 4, 4, 3) + 8 = 28


Should we implement a 48 hour bot rule to make sure we can get through the scenario in time?

Dataphiles

? Barathu Mystic (Shadow)

Decides to float where he is and Fires Some Cold Iron Needle Darts up at the Flying creature

2 actions, nothing for the third action but to stay in the scrub

Cold Iron Needle Darts: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 8d4 ⇒ (4, 3, 3, 3, 4, 4, 4, 4) = 29

Liberty's Edge

Doctor Zharkov wrote:

Decides to float where he is and Fires Some Cold Iron Needle Darts up at the Flying creature

2 actions, nothing for the third action but to stay in the scrub

[dice=Cold Iron Needle Darts]1d20+22
[dice=Damage]8d4

She’ll,

I think it’s best we just finish sfter this battle. We have hsd 7 days of people not even posting, snd we were told we only hsd sround 46 days. So I guess now down to 38. Judt based on thst lone, we are never gonns finish in time


DungeonMaster

Someone want to bought the other people so hopefully we cann finish part 2 before July 1st. July 31st is the playtest deadline. Posting from a phone has slowed me up a bit and people tend to forget. It will be 24 hour botting, I just need others to bought cause learning all the classes and the monsters is hard for me. We will start part 3, and it will fast forwarded meaning skill checks all at once. Also we need 4 pcs and we have 3 if someone wants to play 2 characters.


I’m so sorry. I didn’t post for sometime, and I should have been proactive to reaching out to you guys.

I’m down to continue. Let’s shoot for the moon and try to finish it before the 31st?

Is going back for a voice game reasonable for folks? I’m fine if we try to finish this through PbP, but I’m down to voice game too.


DungeonMaster

I can borrow a computer but I’d have to schedule it. For now it is pbp until I can get one. I have a vacation week here in a July coming up, hopefully I can get on for one day, all day where we can all do it. For now what is your action?


Envoy 11

Will save against slowed: 1d20 + 21 ⇒ (7) + 21 = 28
Subsequent Will save against mental dmg/frightened (if failed Will save): 1d20 + 21 ⇒ (6) + 21 = 27

Kip is slowed 1, frightened 1, takes 9 mental dmg. Now at 98/107 HP.

Action 1: Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2:Strike with Laster Pistol Superior to Lead by Example.

Atk roll for fire dmg: 1d20 + 21 - 1 ⇒ (8) + 21 - 1 = 282d6 + 2 + 3 ⇒ (4, 3) + 2 + 3 = 12

Allies Striking the creature get +3 circ bonus to dmg rolls against it. Kip has no 3rd action.

Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result).

To GM: I placed a token for Kip on the Google Slides. Feel free to place him in a different place if you were basing him of from another space.


DungeonMaster

Did we have 4 characters? Quick someone make an attack as if we had 4, this is unbalanced.


DungeonMaster

Updating.


DungeonMaster

So he only gets hit once by Ray then regents 10. He will make one attack with his rocket launcher launcher which he only has to hit the ground. hit: 1d20 ⇒ 6 not a 1. dmg: 2d10 + 12 + 2d10 ⇒ (10, 6) + 12 + (7, 6) = 41 fire dmg then spirit damage to. Reflex 32. To the Doctor and Ray. His tail attack was a crit miss. I rolled it and gave the you backtracked to far when I posted it on my phone. It is pain to enter in formulas on a phone. all pcs are up


Ray repeats his same actions.
First shot: 1d20 + 26 ⇒ (7) + 26 = 33
Fire: 5d6 + 8 ⇒ (5, 1, 2, 2, 5) + 8 = 23
Second shot: 1d20 + 22 ⇒ (3) + 22 = 25
Fire: 5d6 + 8 ⇒ (6, 2, 2, 2, 2) + 8 = 22


Envoy 11

Kip is slowed 1 (unless this goes away somehow with a save?). 98/107 HP.

Action 1:Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2: Lead by Example by Striking with Laser Pistol, Superior.

Atk roll for fire dmg: 1d20 + 21 ⇒ (5) + 21 = 262d6 + 2 + 3 ⇒ (1, 3) + 2 + 3 = 9

Allies Striking the creature get +3 circ bonus to dmg rolls against it. Kip has no 3rd action.

Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result). Feel free to use Kip's reaction for any of your rolls.


DungeonMaster

Ray hits once and Kip misses. Ray Reflex save in case you missed it. You take the 41 fire on a reflex 32, damage is not only doubled but worse things happen on a crit miss. Kip I'll include that damage into Ray's shot.


Ray-flex save: 1d20 + 25 ⇒ (5) + 25 = 30


We haven't talked about Hero Points in a while. Would Ray have one?


DungeonMaster

All right everyone gained a hero point. You’ll get another when this battle is over if people want to turn misses into hits as well.


Envoy 11

Oof. Kip is gonna have to rethink his strategy. How healthy is everyone? I am awaiting what the enemy does now.

Dataphiles

? Barathu Mystic (Shadow)

Dr Zharkov in Round 2 will fire another Needle Darts at the flying creature with some cold iron metal

Needle Darts: 1d20 + 22 ⇒ (7) + 22 = 29
Cold Iron Piercing: 8d4 ⇒ (1, 2, 4, 4, 3, 1, 4, 3) = 22

Nothing with my last action but continue to float in these bushes


Ray-flex: 1d20 + 25 ⇒ (12) + 25 = 37


(And being an operative, Ray takes 0 on a successful Reflex save.)


DungeonMaster

Ray hits it once, and it regents 10. It will attack with tail hits: 3d20 ⇒ (1, 16, 12) = 29 +24, +19,+14. dmg: 2d10 + 12 + 2d10 ⇒ (6, 7) + 12 + (4, 7) = 36fire then spirit on Ray pretty sure 35 hits you. All heroes are up.


Ray switches to a sonic weapon, but keeps firing.
First shot: 1d20 + 26 ⇒ (13) + 26 = 39
Sonic: 5d6 + 8 ⇒ (4, 1, 4, 4, 4) + 8 = 25
Second shot: 1d20 + 22 ⇒ (13) + 22 = 35
Sonic: 5d6 + 8 ⇒ (6, 2, 2, 1, 4) + 8 = 23


Envoy 11

Kip is slowed 1 (unless this goes away somehow with a save?). 98/107 HP.

Action 1:Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2: Recall Knowledge on the creature. I want to know any weaknesses and/or resistances.

Recall Knowledge, Kip's modifiers can be found by clicking on his profile here on Paizo: 1d20 ⇒ 12

Kip has no 3rd action.

Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result). Feel free to use Kip's reaction for any of your rolls.


DungeonMaster

Okay so he is still alive, he moves away provoking from all in melee. aoos to all in melee.

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