Clockwork Spy

Botくん's page

40 posts. Alias of Sedoriku.


RSS


Seems like the captain should be botting peeps. Just to help keep things flowing:
Dr. Helix tries to Realign and fire the engines so that they burn through the tether holding the two ships together.

Botted Engineering: 1d20 + 17 ⇒ (13) + 17 = 30


Botting Syrelle as we have less than a week to finish.

Syrelle takes her gun and aims at the mech.
X-gun: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26
Damage: 1d12 + 7 ⇒ (5) + 7 = 12

She slams a bullet into the mech and then tries to dive for cover behind the foliage.
Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22


Approaching 24 hours and we have about a week for a HARD deadline to finish this game. Botting Syrelle

Syrelle takes a shot at the one exposed robot.

Shot: 1d20 + 9 ⇒ (9) + 9 = 18
Piercing: 1d12 + 7 ⇒ (12) + 7 = 19

She then moves to the doors and readies to cover everyone's escape.


IT's been over 24 hours, I'll be botting Syrelle

Syrelle moves up to the edge of the fog cloud, gun at the ready, prepared to shoot at the first enemy she sees step out of the fog.

Readied Shot:
X-gun readied shot: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d12 + 7 ⇒ (11) + 7 = 18


It's been nearly 48 hours since Kavarku was up, I'll be botting them.

Kavarku, unable to help with disabling, tries to protect himself from the trap as it gears up to fire.

Reflex DC 15: 1d20 + 4 ⇒ (12) + 4 = 16

He avoids the trap with aplomb.


Syrelle Reflex DC 12: 1d20 + 5 ⇒ (7) + 5 = 12

Syrelle barely avoids getting the stick gunk in her fur as she draws out her gun and fires a shot.

tactical x-gen gun, Get 'em: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage: 1d12 + 7 ⇒ (6) + 7 = 13

She puts a good hole in the wall behind the robot instead.


Syrelle also moves up between the two patrols trying to not get too close to the otherwise engaged vesk guards.


Samna moves closer and punches at the swarm in a flurry of blows before backing off to a safe distance.

unarmed strike: 1d20 + 8 ⇒ (13) + 8 = 21 for Bludgeoning: 1d6 + 2 ⇒ (5) + 2 = 7
unarmed strike: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 for Bludgeoning: 1d6 + 2 ⇒ (5) + 2 = 7


Ionic's tree winds up and splashes water everywhere before blasting the last visible troll with water.
Water in the Hole!: 1d20 + 13 ⇒ (10) + 13 = 23
Cold damage: 4d6 ⇒ (6, 3, 4, 4) = 17


Ionic's tree splashes more water around only really helping Herondal, before firing a stream of water at the last troll it can see.

Fire Truck Wannabe: 1d20 + 13 ⇒ (18) + 13 = 31
Cold damage: 4d6 ⇒ (4, 4, 3, 2) = 13


Unlike the short legged dwarf that planted it, Ionic's tree has no troubles finding targets and focuses on the same troll that the dwarf is going after. First it winds up and gives Herondal a good splashing of water before releasing a stream of the cold liquid at the troll.

Deluge: 1d20 + 13 ⇒ (1) + 13 = 14
Cold Damage: 4d6 ⇒ (6, 1, 1, 1) = 9


Ionic's tree, having a small owner identity crisis, splashes water around, like a drop of water in the ocean for the lava, but helping any living creature avoid burning to death. It then launches a trebuchet like load of water at the yellow thing.

Trebuchet Soaker: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 4d6 ⇒ (5, 2, 2, 3) = 12
Depending on which tree is whose, that might provoke an AoO if these have them. It might also protect the party from burning harm.


Ionic's tree again winds up spraying water everywhere and then lashes out at the smaller archer near it with the scary looking axe.

Concealment: 1d20 ⇒ 13
Water Barrage: 1d20 + 13 ⇒ (18) + 13 = 31
COLD damage: 4d6 ⇒ (4, 1, 6, 2) = 13


The big yeth hound next to Ionic's tree proves to be too much of an attention grabbing thing to avoid not hitting. The tree takes a swing back as it twists and winds itself up, spraying water everywhere before lashing forward with a large globe of water.
Water barrage: 1d20 + 13 ⇒ (17) + 13 = 30
Splish splash: 4d6 ⇒ (1, 3, 4, 4) = 12


Ionic's tree has none of the problems the dwarf faces, though as it starts to twist and turn scattering water everywhere and starting to wind up to sling a good globe at the hound near Herondal.

Water barrage: 1d20 + 13 ⇒ (2) + 13 = 15
Cold water Barrage: 4d8 ⇒ (8, 5, 8, 8) = 29


Ionic's tree twists around the opposite direction, water whisking off it's leaves all over the place, before it lobs a giant globe of liquid at the closest enemy.

Water blast: 1d20 + 13 ⇒ (15) + 13 = 28
Cold damage: 4d8 ⇒ (1, 6, 2, 2) = 11


Ionic's tree starts to wind a wellspring of water, physically twisting itself as water splays out around it. It then slams itself down on top of the salamander right at it's base, drawing a stab from the creature as it goes.

'ranged' Water blast: 1d20 + 13 ⇒ (4) + 13 = 17
Cold Damage: 4d6 ⇒ (1, 6, 2, 6) = 15


Ionic's tree spreads it's water around making everything resistant to the fires but itself.

It then:

If ring can be invested:
...invests in the fire ring and avoids getting burned further

If it can't be:
... fires a shot of freezing water at the closest salamander.

Freezing water shot: 1d20 + 13 ⇒ (3) + 13 = 16
Cold damage: 4d8 ⇒ (2, 8, 7, 5) = 22


Reflex Save, Wow same bonus as level bumped Ionic: 1d20 + 13 ⇒ (6) + 13 = 19
The water tree fails to avoid the blast like... a tree. It takes most of the fire but still stays standing.

17 damage for 63/80 hit points.


Ionic's tree gives a shake and scatters water around it making it hard to burn a 20 foot radius around it. The tree then fires a focused stream at the closest salamander.

Concealment DC 5: 1d20 ⇒ 2
Water Shot: 1d20 + 13 ⇒ (17) + 13 = 30
Cold Damage: 4d6 ⇒ (6, 5, 5, 6) = 22
The shot misses the salamander but positively decimates a burning tree near it.


Dengar moves up to the undead pulling out his weapon as he goes and then takes a swing at it. Light pick: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Now from the phone!


Dengar moves up to the undead pulling out his weapon as he goes and then takes a swing at it.

Light pick: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


I believe it has been 24 hours since Herondal was up. I can't quite tell with the forums displaying posts in Eastern US time... I think?

Herondal keeps sustaining the spell on Mitty.

Mitty, in response backs up a few steps and then chatters something at the arthropods near him.

Diplomacy (Request): 1d20 + 7 ⇒ (15) + 7 = 22

Undercommon:

"Don't touch the one in the mask. He's why I am here..."

The ant swarm made of mostly red ants gives a small waver as they seem to listen to the request.

Herondal then casts ray of frost at the centipede.

Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Cold damage: 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14


Botting Carmelizzia

Carmelizzia tries to avoid the splinter spray.

Reflex save: 1d20 + 13 ⇒ (4) + 13 = 17
She just barely fails to get out of the way of the spray she takes full damage, as Crunch moves up and smashes the twig.

It goes down to lightning and crunch's hammer before she can react and instead attacks Zertug.

Flurry of blows and then two attacks.

Fiery claws 1: 1d20 + 14 ⇒ (14) + 14 = 28
damage, fire: 2d4 + 3 ⇒ (2, 1) + 3 = 6
Fiery claws 2: 1d20 + 10 ⇒ (7) + 10 = 17
Fiery claws 3: 1d20 + 6 ⇒ (7) + 6 = 13

Fiery claws 4: 1d20 + 6 ⇒ (19) + 6 = 25
damage, fire: 2d4 + 3 ⇒ (1, 3) + 3 = 7


I know we've been moving slower, but we really are close to the end here.

Jadren suddenly starts to move fairly mechanically, taking a few creaking motions to raise his sword over head and then swings down on a femur of the skeleton.

STRIKE! longsword: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 2d8 + 5 ⇒ (3, 1) + 5 = 9

It lands and chips off some bone mass, before the form ratchets back and swings again and again.

STRIKE! longsword MAP 1: 1d20 + 16 - 5 ⇒ (16) + 16 - 5 = 27
Damage: 2d8 + 5 ⇒ (7, 8) + 5 = 20

STRIKE! longsword, MAP 2: 1d20 + 16 - 10 ⇒ (16) + 16 - 10 = 22
Damage: 2d8 + 5 ⇒ (6, 3) + 5 = 14

It seems that telegraphed and simple, but powerful strikes are jsut the thing to help bring down this skeleton.

He then takes a step over to the side to try help Kaako with his fighting.


BotJadren gives a creeeking noise not unlike Cawlo when he's not had his daily oiling, as the man drops his shield and stalks forward closing the distance between him and the Waterman. BotJadren then takes a swing at the thing.

Longsword: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d8 + 4 ⇒ (2, 8) + 4 = 14
Reactive shield or AoO depending on which happens first


Max has moved on the map but not posted here. I think the boards might have eaten his post... But based on the movement.

Rapier in hand, botMax creaks and clunks through the under brush and gets to where the yellow fey is before stabbing out with his rapier.

Cold Iron Rapier, IC: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage, IC: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Seems that Darlann doesn't have Crafting trained nor a repair kit. Symeon could roll for it if someone else has a kit that is.

BotDarlann gives a very rusty sounding grinding noise, especially for a flesh and bone body, and lumbers forward. With a few cranks and clanks he ends up next to Eltis and the raises his shield with a whirr.

◆◆ Stride x2, ◆ Raise shield. Will use Glimpse of Redmeption if soemone else is targeted, Shield block if he is targetted.


BotWynn takes a step back themselves, and fires a salvo of arrows. Luckily it seems Molly, Gillian and Hendric have soaked up all of her attention, so she doesn't respond in time to try hitting him with her swords.

arrow #1: 1d20 + 23 ⇒ (5) + 23 = 28
physical damage: 1d8 + 8 ⇒ (2) + 8 = 10
Immune to electricity
if evil: 2d6 ⇒ (3, 5) = 8 additional

arrow #2: 1d20 + 23 ⇒ (14) + 23 = 37
physical damage: 1d8 + 8 ⇒ (7) + 8 = 15
Immune to electricity
if evil: 2d6 ⇒ (4, 6) = 10 additional

arrow #3: 1d20 + 18 ⇒ (14) + 18 = 32
physical damage: 1d8 + 8 ⇒ (8) + 8 = 16
Immune to electricity
if evil: 2d6 ⇒ (5, 2) = 7 additional.

arrow #4: 1d20 + 23 ⇒ (12) + 23 = 35
physical damage: 1d8 + 8 ⇒ (1) + 8 = 9
Immune to electricity
if evil: 2d6 ⇒ (4, 5) = 9 additional

Only his first shot misses, as three arrows pierce her hide and cause her to writhe in pain over the good aligned arrows. She seems to be on the precipice of death.


It's not been 24 hours yet, but I will be busy by the time it is, so I'm going to bot Hoartio now.
BotHoartio steps forwards a few feet and then summons a ball of fire in his hands, before firing it off at the red tinged flytrap.
Fire in the plants, Produce Flame: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11


It's not quite been 24 hours, but I'll bot Roumatha to get us moving along again.

BotRoumatha moves behind the mud man and tries to take off it's head with his regular great sword.
+1 greatsword: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
+1 greatsword: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14
Damage: 1d12 + 4 ⇒ (8) + 4 = 12


Gillian takes a few mechanical like steps away from the demon, taking a few slices in the process.

+1 Frost Longsword, Power, AoO: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d6 + 18 ⇒ (4, 3) + 18 = 25
+1 Frost Longsword, Power, AoO: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 2d6 + 18 ⇒ (5, 5) + 18 = 28

Whoops someone is immune to evil weapons!
However the demon gives a growl of compelete annoyance as her weapons bounce right off the celestially powered sorcerer.

She then casts a spell of healing on Hendric, curing the knight of allof his damage, and then quickly follows up with a dimension door to move the knight into a charging position.
Feel free to figure out where you want to go yourself.


BotRoumatha stands back up and tries to fix the mushroom ring now that there are no enemies to focus on.
Roumatha's Nature (E): 1d20 + 8 ⇒ (15) + 8 = 23

He quickly picks out the last mushroom that had been pinning down the summoning spell, as the field collapses. The bodies of the nuglubs also disappear.

Four successes, done and did.


BotZabu mechanically lifts his arm with the fey creature on it up to his mouth that hinges open and tries to take a deep bite of the nubglub hanging on him.
Jaws, IC: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 Piercing, RAGE: 1d10 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11
The nuglub proves heavier than the shoulder of the gnome can lift and the jaws clamp down around empty air.

The raging gnome then takes a swipe with his free arm's claws.
Claw, MAP 1, IC: 1d20 + 9 - 4 + 1 ⇒ (5) + 9 - 4 + 1 = 11 Slashing, Rage 1/2, IC: 1d6 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

His claw misses.
He takes a second swing
Claw, MAP 2, IC: 1d20 + 9 - 8 + 1 ⇒ (1) + 9 - 8 + 1 = 3 Slashing, Rage 1/2, IC: 1d6 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Dang those were some terrible rolls. Hopefully that continues for the enemies.

BotOskar causes the arrow that Max fired before that missed and fires it at the fey with the pink stained teeth.
Telekinetic projectile, inspire: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Piercing damage, inspire: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12
The arrow buries itself into the back of the fey and it drops from Zabu dead.
The bard then casts a small cantrip as he starts singing a song in a very mechanical voice. Something about Teja and moving mushrooms.
Inspire Competence
Performance DC 20?: 1d20 + 13 ⇒ (12) + 13 = 25
Teja will get a +1 bonus to her next check to try disable the ring.


BotZabu gives a very mechanical sounding growl as a set of bear teeth and claws grow out of his face and hands. He then rushes forward in jerking motions before arriving next to the fey and taking a bite at it.
Rage, Sudden charge
Jaws, inspired: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Piercing: 1d10 + 3 ⇒ (3) + 3 = 6

In the mean time, BotRoumatha takes up his longsword, marks the fey creature as his prey, trying to recall something about it in the process.

GM dice:
Roumatha's Nature (E): 1d20 + 8 ⇒ (9) + 8 = 17
He gives a small mechanical gasp of recognition, calling out. "THIS. IS. A. NUGLUB. IT. IS. WEAK. TO. COLD. IRON."
He then strides twice to get adjacent to the small fey.


A particularly gruff and boisterous gnome greets the group only giving his name as BotZabu.

He tries to help with the mapping.
Zabu Creed's Perception (E): 1d20 + 8 ⇒ (14) + 8 = 22

He next tries getting into Urwal's supplies.
Zabu Creed's Nature (T): 1d20 + 6 ⇒ (18) + 6 = 24

The gnome next bumps into Fola and her supplies.
Zabu Creed's Nature (T): 1d20 + 6 ⇒ (19) + 6 = 25

Before finally looking over the books that Valias has gathered.
Zabu Creed's Nature (T): 1d20 + 6 ⇒ (16) + 6 = 22


A small whirring sound comes from behind as another of the shadowy illusions forms into some small flying construct and latches onto Olnik from behind. It grasps ahold of the bard's legs and arms moving them about freely. The dwarf/construct hybrid first jerkily tries to dodge out of the way of the bone shards.
Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9
AHHHHHHH, Crit Fail, 40 HP damage. I'm so sorry Olnik.

The hybrid lands on the ground in a heap, bleeding, but the illusory construct does disappear.


1 person marked this as a favorite.

Olnik isn't near Symeon in the list, but if you want I can pull out the old flat tone voice.


Bot activate!
Kaathbot strides up to the fight and tries to stab Midori again as that is the only exposed guard from this position.

Solar Weapon, non lethal: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Bludgeoning, Photon: 1d6 + 3 ⇒ (1) + 3 = 4

He slams his solar weapon into the guard and knocks him out, cold.


Okay botting Kaath.

Kaathbot, strides forward, glowing a red and pulling a weapon out of seemingly nowhere.