Monkey

"Initiative_monkey"'s page

95 posts. Alias of Johnny_Panic.


RSS

1 to 50 of 95 << first < prev | 1 | 2 | next > last >>

Initiative_monkey
"Bird Attack Round 1"

Chamak Init=36
{waiting for Action}

Niloth, the Inexorable Knight Init=24
{waiting for Action}

*Big bird 2 Init=21 Flying with stone
{Now flyes at Fei Wan Flying 1d20 + 12 ⇒ (13) + 12 = 25
To Hit 1d20 + 8 ⇒ (12) + 8 = 20 DMG 126 = 126 {B}}

*Big bird 1 Init=18 Coming into drop its Rock
Onto Shengo Arashi
{Now flyes at Shengo Arashi Flying 1d20 + 12 ⇒ (4) + 12 = 16
To Hit 1d20 + 8 ⇒ (13) + 8 = 21 DMG 126 = 126 {B}}

Shengo Arashi Init=17
{waiting for Action}

*Big bird 5 Init=14 [Rock Dropped/Flying]
{Now Flying 1d20 + 12 ⇒ (14) + 12 = 26

Weal and Woe Init=12
{waiting for Action}

Big bird 4 Init=9 Flying with stone
{Now flyes at Chamak Flying 1d20 + 12 ⇒ (10) + 12 = 22
To Hit 1d20 + 8 ⇒ (17) + 8 = 25 DMG 126 = 126 {B}}

Big bird 3 Init=8 Flying with stone
{Now flyes at Chamak Flying 1d20 + 12 ⇒ (7) + 12 = 19

Fei Wan Init=1
{waiting for Action}

@Chamak:

They are Giant Eagles, but wrong, they are all jet black like crews
They look Aberrant

Might Giant Eagle {Aberrant}

NG Gigantic Mythical beast
Init +6; DV120 Senses low-light vision; Perception +15

DEFENSE

AC 25, touch 25, flat-footed 10 (+10 Dex, +8 natural, –3 size)
hp 400/400
Fort +15, Ref +17, Will +13
Defensive Abilities evasion

OFFENSE

Speed 30 ft., fly 140 ft.
Melee 2 claws +15 (3d8+9), bite +15 (3d6+9)
Space 20 ft.; Reach 20 ft.

STATISTICS

Str 28, Dex 28, Con 24, Int 10, Wis 22, Cha 08
Base Atk +15/+10/; CMB +19; CMD 42
Feats Alertness, Flyby Attack/HOVER/THROW ANYTHING 90'/MILTI ATTACK
Skills Fly +12, Perception +15, Sense Motive +3; Racial Modifiers +4 Perception
Languages Auran (cannot speak)


Surprise round is over, and one of you poor souls is no more.

We are into round 1,

the Birds
Big bird 1 1d20 + 6 ⇒ (12) + 6 = 18 Coming into drop its Rock
Big bird 2 1d20 + 6 ⇒ (15) + 6 = 21 Flying with stone
Big bird 3 1d20 + 6 ⇒ (2) + 6 = 8 Flying with stone
Big bird 4 1d20 + 6 ⇒ (3) + 6 = 9 Flying with stone
Big bird 5 1d20 + 6 ⇒ (8) + 6 = 14 [Rock Dropped/Flying]


6:Dino 2 Blue Init 18 TH 20 hp50/153
Will Save 24
The tyrant lizard falters, its forward momentum hitching just enough for Shengo to sense the fear-driven hesitation settle in its massive frame.
Damage: 37
It bellows but form fear

7:Weal and Woe 16 {as dex higher he goes 1st}
Your up
Attack, +1 Adamantine Greatsword: 23 Hit
Damage, Magical/Slashing: 31
Attack, +1 Adamantine Greatsword: 20 Hit
Damage, Magical/Slashing: 24
Attack, +1 Adamantine Greatsword: 11 Miss

8:Dino 3 Green init 16 The 20 hp153/153 {blinded}
Its stands still looking at the danger. to hit: 28 HIT

end of round
Dino 1 is dead.
Dino 2 Is hurt bad and now running away
AoO on it to anyone close.
Dino 3 also runs of Blindly, you can give chance if you wish,

End of combat if you want it but they are not fighting back they are running away.


4:Niloth, the Inexorable Knight 33
Ranged touch attack, heroism: TH14 Hit
Acid damage: 7

5:Shengo Arashi 26
Shengo surges forward

6:Dino 2 Blue Init 18 TH 20 hp108/153
Will Save 1d20 + 10 ⇒ (14) + 10 = 24
The tyrant lizard falters, its forward momentum hitching just enough for Shengo to sense the fear-driven hesitation settle in its massive frame.
Damage: 37
It bellows but form fear

7:Weal and Woe 16 {as dex higher he goes 1st}
Your up

8:Dino 3 Green init 16 The 20 hp153/153 {blinded}
Its stands still looking at the danger. to hit: 28 HIT

9:Dino 1 RED Init 15 TH20 hp153/-24


try now


Dino 3 Green init 16 The 20 hp153/153

Yellows are
still just alive half eaten elf
{he keeps casting heal on himself but, well half is body is gone.
Dead Half Orc

Flying PCs will be in ORANGE

T rex's action in surprise round
move, and RHARRR!!!

New round

1:Chamak 46 [FLys + Glitterdust on Dino 3 Will Save DC20 1d20 + 10 ⇒ (3) + 10 = 13 Fails Binded for 6 rounds.

Blinded:

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

2:Neela Greentongue 36 {awaiting Action}

3:Fei Wan 28
Ranged Touch Attack: 28 Hit
DC20 Ref save 1d20 + 12 ⇒ (8) + 12 = 20 Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance:
DMG 50

Ranged Touch Attack: 24 Hit
DC20 Ref save 1d20 + 12 ⇒ (6) + 12 = 18 Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance:
DMG 57

Ranged Touch Attack: 38 Hit
DC20 Ref save 1d20 + 12 ⇒ (11) + 12 = 23 Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance:
DMG 61

And melts red {dead} into a pool of acid

4:Niloth, the Inexorable Knight Initi1d20 + 22 ⇒ (11) + 22 = 33
5:Shengo Arashi 26
6:Dino 2 Blue Init 18 TH 20 hp153/153
7:Weal and Woe 16 {as dex higher he goes 1st}
8:Dino 3 Green init 16 The 20 hp153/153 {blinded}
9:Dino 1 RED Init 15 TH20 hp153/-24


MAP HERE

Please players add yourself to the map and where your starting from,
i know you are keen to fight but as yet please refrain rolling attacks

I like to have the map setup 1st.
I will use the rolls you have done., have no fear.
Thank you kind players


The lead T-Rex bellows at you, the other two fan out.

Int rolls please.

Dinos,
Dino 1 1d20 + 1 ⇒ (14) + 1 = 15
Dino 2 1d20 + 1 ⇒ (17) + 1 = 18
Dino 3 1d20 + 1 ⇒ (15) + 1 = 16

I will get a map up in a day or two, im on shoot recce at the moment
so have limted time


BUT HOLD ON GM, they are not that fact, our plucky party goes before them.

Resolving the actions of the party

1st the map.

COMBAT MAP 01

Next, you can go ahead and place yourself. I have put you in your starting places.

NEXT, WHEN YOU TARGET a BAD guy/s, use these Identifiers.

Three dot lines BAddies
DOT-RED
DOT-YELLOW
DOT-GREEN

Four Dash lines BAddies
DASH-GREEN
DASH-YELLOW
DASH-RED
DASH-BLUE

Five Thick lines BAddies
THICK-GREEN
THICK-YELLOW
THICK-RED
THICK-BLUE
THICK-ORANGE

Round 1 -
@Fei Wan: HIT but your Acid just falls to the payments, where it starts to eat the stones away. Acid seemed to do nothing to the Metal it was made. of.

@Neela Greentongue, you have no idea what they are, they just seem to be objects.


Hello, players, I am the Initiative Monkey, and I run all combats.

Please list your init rolls below..

Bad guys will act as one on

Bad guys init 1d20 + 10 ⇒ (9) + 10 = 19

So you either go before or after that.


I am Init money and in game play combats I will be running things


Børak comes up being the smuggler with the long Gun
*S6 Long gun shooter AD19 TH+10 DMG2d6 / blade TH+5 DMG1d4+1 [Alive]
And dose 13 Points of DMG, S6 drops the long gun and pulls his blade

Kasit come up behind his targets and his knife flashes, cutting the man deep, then Moving he grab the mans nick and drives his blade deep into the man gut, looks at him as he dies, letting go the body drops
3 Blue LEADER AC23 TH+8 TH+10 DMG1d8+2 Group Init 1d20 + 7 ⇒ (1) + 7 = 8 [DEAD]

Sister Julia, As Kasit comes up so dose Julia, her target is shocked to see a woman in front of him, but the looks down to see a blade sticking out of his gut. He stagers back pulling his blade.
S2 Yellow AC 19 TH+8 DMG1d6+3 [Alive] -10hp,

The 3ed one in the group is shocked buy what just happened turns to run back the way he came
*S1 Light Blue AC 18 TH+6 TH+5 DMG1d4+1 [Alive]

Elta Tabr
As he hears the others attack so dose Elta, there is the sound of bones braking and the leader is dead, Nick broken.
S4 Red LEADER AD22 TH+9 DMG1d8+3 Group Group Init 1d20 + 8 ⇒ (20) + 8 = 28 [Dead]

Seeing his boss dead in an instant the young smuggler runs as well.
*S5 Pink AD16 TH+4 TH+9 DMG1d4+1 [Alive]

You see the Guard in the truck looking in shock at what just happened.

Are we missing a player, I thought we had 5, Ethan Limir I will bot you if you like PM sent

I have updated the map


I am going to rule that as your Mythic Fremen I will allow you a full round action V the ambush so you get an attack as well Julia so that hist this round


HI all Init Monkey here,
So the fight is one, Surprise round to players

I will wait until everyone has posted. three left to do so.:)


Boon of the Evolution's Chosen: you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6.

hummm..

If CR = HD you lose levels,
But which?
6 levels off one side of you Gastaut
3 levels off both sides of you Gastaut
6 levels off both sides of you Gastaut

If they are free CR that don't count in regards to PC CR, asthat can be set to HD. and the above question goes away

smurf


Last one drops combat over


1 person marked this as a favorite.

I have updated Map guy. three warehouse workers are down, one left
Ghir son of Dranor Your go


You find a place to call a worm and set out your thumper.

So Roll Survival DC14 and the ride sand worm DC14

Lets see what comes.


The attack hits and the flesh puppet starts to crumble into burned chunks, but as it dose the hidden Soul/body jar starts to fall to the floor.


Round 1 over, below is round 2 initi order

Round 2

Korvus Kem, Netherese Archmage Init 28 {To post action}
Cirdan Nowë Init 22 {To post action}
Priscilla Springheel Init 15 {To post action}
Rosa Luminasss Init Init 2 {To post action}

Devil Init 1 {Slowed and shaken}

Feel free to post our of order and I will sort.
So far only Priscilla has taken Damage


Round 1 Actions complete

Devil Init 30
His massive form lashes out at Cirdan with its four clawed arms.

Cirdan:

claw 1 TH 50 HIT [HIT] DMG 25 Slashing
1 Int drain, Fort Save DC35
Cirdan Save 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29

claw 2 TH = 49 [HIT] DMG 31 1 Int drain, Fort Save DC35
Cirdan Save 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22

claw 3 TH = 52 [HIT] DMG 32 1 Int drain, Fort Save DC35
Cirdan Save 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35

claw 4 TH=46 [HIT] DMG 32 1 Int drain, Fort Save DC35
Cirdan Save 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26

He batters Cirdan between its massive Clawed hands,
The bashing leaves her shell shocked, her mind feeling battered buy the assault. Temp Stat loss -3 Int for 24 hours or until magic/other removes.

Korvus Kem, Netherese Archmage Init 28 {To post action}
Sends a massive shock of electricity at the Fallen duke.

@Korvus:

It has SR 36, do you get past it??

If so,

Ref Save
1d20 + 31 - 2 ⇒ (18) + 31 - 2 = 47
1d20 + 31 - 2 ⇒ (17) + 31 - 2 = 46

and we will hold of other hits after this for 6 rounds

Which surrounds it, Korvus look at spoiler let me know if your do.
The Fallen Devil points at Korvus, it can see him.

"YOU ARE *&%$( NEXT!!"

It bellows.

But then Cirdan Nowë Init 22 {posted Action}
Becomes lighting itself and slams into the Devil.

Cirdan:

Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies).

Being attacked Cirdan uses his cast spell to possibly damage the devil and escape. He turns into lightning and shoots through the devil to a spot 120' behind him.

Beat his SR36 Nope [?? Dose SR 36 beat it??) : 1d20 + 23 ⇒ (13) + 23 = 36
electrical damage: 10d6 ⇒ (1, 6, 1, 4, 4, 1, 3, 6, 4, 5) = 35

Fort Save DC35 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 YES V Lighting DMG 32
Fort Save DC35 1d20 + 26 - 2 ⇒ (2) + 26 - 2 = 26 NO V Lighting DMG 44
Fort Save DC35 1d20 + 26 - 2 ⇒ (14) + 26 - 2 = 38 YES V Lighting DMG 43
Fort Save DC35 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44 YES V Lighting DMG 30

The Devil screams as he hits it pain showing in its face.

Priscilla Springheel Init 15 {posted Action}

Priscilla dose to just take it, she fights back.

Priscilla:

Rope Shot: 1d20 + 30 ⇒ (18) + 30 = 48 Vs AC43 HIT
Rope Shot: 1d20 + 25 ⇒ (4) + 25 = 29 Vs AC43 MISS
Rope Shot: 1d20 + 20 ⇒ (17) + 20 = 37 Vs AC43 MISS
Rope Shot: 1d20 + 15 ⇒ (4) + 15 = 19 Vs AC43 MISS

Dmg: 1d4 + 12 ⇒ (1) + 12 = 13
Shock: 1d6 ⇒ 5
Shocking burst: 2d6 ⇒ (1, 2) = 3
Thundering: 2d6 ⇒ (1, 2) = 3
24DMG DONE

Dmg: 1d4 + 12 ⇒ (3) + 12 = 15
Shock: 1d6 ⇒ 2
Shocking burst: 2d6 ⇒ (1, 3) = 4
Thundering: 2d6 ⇒ (3, 6) = 9

Dmg: 1d4 + 12 ⇒ (3) + 12 = 15
Shock: 1d6 ⇒ 4
Shocking burst: 2d6 ⇒ (6, 6) = 12
Thundering: 2d6 ⇒ (4, 6) = 10

Dmg: 1d4 + 12 ⇒ (1) + 12 = 13
Shock: 1d6 ⇒ 2
Shocking burst: 2d6 ⇒ (5, 1) = 6
Thundering: 2d6 ⇒ (6, 1) = 7

She gets a hit in and she takes his head a little shocked by a thunder clap going off mext to its head.

Rosa Luminasss Init 15 Waits for Init 1 {posted Action}

Rosa takes this opportunity to cut it with her hell blade.

Rosa:

Attack 1 TH1d20 + 26 ⇒ (19) + 26 = 45 Vs AC43 HIT DMG 3d6 + 10 ⇒ (3, 6, 3) + 10 = 22 + 2d6 ⇒ (4, 3) = 7 Bleed 2d6 ⇒ (2, 3) = 5 Unholly
* Wis Drain, DC = Damage done = DC29 Will save 1d20 + 26 - 2 ⇒ (16) + 26 - 2 = 40 MADE

Attack 2 TH1d20 + 26 ⇒ (18) + 26 = 44 Vs AC43 HIT DMG 3d6 + 10 ⇒ (2, 5, 3) + 10 = 20 + 2d6 ⇒ (2, 2) = 4 Bleed 2d6 ⇒ (5, 6) = 11 Unholly
* Wis Drain, DC = Damage done = DC24 Will save 1d20 + 26 - 2 ⇒ (18) + 26 - 2 = 42 MADE

Attack 3 TH1d20 + 26 ⇒ (3) + 26 = 29 Vs AC43 MISS DMG 3d6 + 10 ⇒ (5, 6, 3) + 10 = 24 + 2d6 ⇒ (3, 2) = 5 Bleed 2d6 ⇒ (4, 2) = 6 Unholly
* Wis Drain, DC = Damage done = DC29

Hasted
Attack 4 TH1d20 + 26 ⇒ (20) + 26 = 46 Vs AC43 HIT DMG 3d6 + 10 ⇒ (1, 6, 6) + 10 = 23 + 2d6 ⇒ (5, 6) = 11 Bleed 2d6 ⇒ (6, 3) = 9 Unholly
* Wis Drain, DC = Damage done = DC34 Will save 1d20 + 26 - 2 ⇒ (8) + 26 - 2 = 32 Filed**

**Soul Drain (Su)
If the Wisdom damage done by this Hell blade is equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the soul Blade can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having Its soul eaten by making a DC=Damage Done on last attack +10, Fortitude save; success means she is still dead, but can be restored to life normally. If It fails this save, its soul is consumed by the Hell Blade. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. It can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 50 caster level check.

ITS Wis IS 26 ROSA DID 34 DMG,

FORT SAVE DC 44 FORT SAVE 1d20 + 26 ⇒ (20) + 26 = 46 It makes it,

ROSAs blade cuts deep and now the beast really does start to scream, as her hell blade tries to drink its soul, but by will alone it pulls her blade out. Shaving it to one side, it screams at her.

"YOU WILL NOT TAKE MY SOUL THAT EASILY HOUND!!!"

ROsa takes a 5' step back a little shocked that it survived her assault.

The Devils all round cherr and shout.

Please check eveyone what I have posted, let me know if wrong


Round 1
Devil Init 30 {posted Action}
Korvus Kem, Netherese Archmage Init 28 {To post action}
Cirdan Nowë Init 22 {posted Action}
Priscilla Springheel Init 15 {posted Action}
Rosa Luminasss Init 15 Waits for Init 1 {posted Action}

CURRENT MAP

As you have now all moved up for combat,

*Rosa and Priscilla are now flacking The Fallen Duke for next round .

*Korvus, Cirdan is fring lighting magics your and the Fallen Dukes way,


Round 1
Devil Init 30 {posted Action}
Korvus Kem, Netherese Archmage Init 28 {To post action}
Cirdan Nowë Init 22 {posted Action}
Priscilla Springheel Init 15 {To post action}
Rosa Luminasss Init 15 Waits for Init 1 {To post action}


Hello there dear players

Its Initiative time
Rosa Luminasss 1d20 + 5 ⇒ (10) + 5 = 15
Devil 1d20 + 18 - 2 ⇒ (14) + 18 - 2 = 30
Cirdan Nowë 1d20 + 15 ⇒ (7) + 15 = 22
Priscilla Springheel 1d20 + 9 ⇒ (6) + 9 = 15
Korvus Kem, Netherese Archmage 1d20 + 26 ⇒ (2) + 26 = 28


The tech splutters and bends over.


Will do from now on, for a Banana


Kasit Init: 1d20 + 4 ⇒ (16) + 4 = 20
Move within 10ft: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 13 ⇒ (3) + 13 = 16
Startoss Comet to attack second if first hits: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 13 ⇒ (4) + 13 = 17

Ghir Init: 1d20 + 4 ⇒ (6) + 4 = 10
Kasit kills Tech 1 Initiative 1d20 + 3 ⇒ (8) + 3 = 11
Tech 2 Initiative 1d20 + 4 ⇒ (1) + 4 = 5
Audi Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Ghir, your next

Kasit. moves fast stabbing tech 1 twice in fast sucesion. Grabing the body, he lowering it down to the sand


Kasit Lets hold off on that one a while

Monkey rolls:

Tech 1 Perception 1d20 + 4 ⇒ (18) + 4 = 22
Tech 2 Perception 1d20 + 6 ⇒ (17) + 6 = 23

To your shock they spot you as you get with in 30'
They both drop their tools, go for there blades.

The Initiative Monkey
would like you all to roll.

Monkey rolls:

Tech 1 Initiative 1d20 + 3 ⇒ (8) + 3 = 11
Tech 2 Initiative 1d20 + 4 ⇒ (1) + 4 = 5


Dear players, Im the Initiative Monkey who will b running the order of play, Dear players, Please see the game head above for the current map, please add in your pc on the top of map.


That's right BUT we were not in rounds then,
Your PC stepping foot in there triggers the rounds,

Please can we wait and let us see what the other players will be doing in round 1 Thanks.

Navarre "Two-Fingers"
Nodding to Orion, he opens he docking area doors, moving into the docking bay, shotgun leveled at the would be escaping pirate, "Hold right there, I'd rather not kill you."

This starts round 1

Robot1 [moves to open door]
Robot2 [takes fual pipe out]
Bad woman gone [getting ready to take off]

Nathan "Cable" Grey [Talks, asks for help from Navarre]

Orion "He That Seeks" [To Post action]

Digger Boom [To Post action]

Next Round [2]
Navarre "Two-Fingers"
Will go work on the Cyro-Pod, 1d3 ⇒ 2 rounds to fix.


Moved to game play


The last pirate stops in his tracks.

"O!! %£^£!"

Then he is cut down by shots and blasts, blown into the wall and then down.

END OF COMBAT


If the Good captain has not posted in 24 hours I will bot thim and move the game along


Im back
Ok your go players,
State your actions roll your dice.


Ok BOKM TIME< WHO LIVES!!!

Explodes on 1d10 + 3 ⇒ (8) + 3 = 11 BOOOOO!!!
All of you do your actions and the Grenade goes off.

DMG 3d4 ⇒ (4, 4, 3) = 11 30' area

With in 5' 11 DMG
with in 10' 6DMG
with in 15' 3DMG
With in 20'-30' 1DMG


You have 1d10 Seconds to act.
State what you are going to do then Roll a 1d10.
Once you have all stated an action and a rolled.

I will roll 1d10+3 for the grenade on that number it goes BOOM!

So have a good think about what your going to do...


HI I am the Initive monkey and I will be looking after combat from this point on. It's the player's turn. I will wait until all players have posted, their actions. Then resolve them then do Enemy actions. :)

Orion [posted action]
Navarre [posted action]
*Digger [to post action]
*Captain [to post action]


Ok I line will change how fast you do this. So I want every player to roll 1d2, this is how many Buckets you got to the end of the line. You need 9 Buckets so roll well :)


With the fire and amazing hard it Seljak hit,
His flail slams into it, and the thing explodes into flaming bits Ref saved for him.

Perseption DC14

But now you really do have a fire to fight. You will need 3d6 ⇒ (2, 6, 1) = 9 Buckets of water in 2d4 ⇒ (3, 3) = 6 rounds to stop the house from going up. and its 120' feet there and back to the water. Str roll of DC15 to carry two Buckets.

Good luck,

Round 1 of putting out the fire.


If that is the case then no Bone.

So as The carpet falls onto the wax troll and at once sets the wax on its body alight,

Biulding catching fire DC12 1d20 + 4 ⇒ (18) + 4 = 22 O dear, I hope some one can get some water

Ref save everyone, as the thing goes up in a ball of flames DC 12 or take 1d6 of fire DMG for one round.

I would also like everyone to make two perception checks.

perception roll one DC16:

Very odd the thing was trying to stop the carpet and is now trying to put itself at like a person one, add to that the throwing of things. You think this thing is being controlled remotely.

perception roll two DC10:

There is water and buckets in the Garden where the Waz zombies were.


More shells hit it, and some even get into it doing a small amount of DMG

HP14

Ok Bones you will need to get close, fire-wise it's all magic safety candles, so you're going to have to light it with something. I will take that as a give seeing how one of you will have a spake or lighter.

I need a ref save DC12 not to have your clothing catch fire. In lu of taking DMG from it, just yet. Then a throw attack

Range Touch attack please Vs DC 10


It clipped Iryani doing some damage and slamming the wall behind you smashing.

Most of your gots just bounce off it or do no damage.

Wax-Troll:

RTA AC 10

DR2

DMG took 0 HP16 left.

Seeing a Chair from the table just throw it pickes it up and slings that.

Who it throws at. please look:

1:Khardon
2:Warlock Bones [Winne!!]
3:Jixxe
4:Lazastrahd
5:Iryani
6:Seljak

1d6 ⇒ 2

RA TH 1d20 + 0 ⇒ (11) + 0 = 11 Vs AC:16 for Bones, DMG 1d2 + 2 ⇒ (1) + 2 = 3 Lucky for bones it misses.

Seeing Bones try and get a carpet the Wax=Troll throws the chair at him and his quick thinking gets him out of the way.

Your go party :)


As it moves towards your ranks, shots ring out, You can see some of the shots ping off its thick armor, yet some hit home.

Wax-Troll:

RTA AC 10

DR2

DMG took 4 HP16 left.

It swipes at a side table and sends it at you all.

Acrobatics DC10 or Dex raw DC10 to get out of the way, if not take
1d4 ⇒ 4 DMG Blug

You're up again.


Checking, Has veryone gone, all actions done, happy for me do post the things actions?


I have moved everyone on the map.

Please roll your attacks everyone.

Round 8 after moves.

It will go last.


Iryani and Bones:

This is bad Iryani, it's a spell-Blight, a thing that can eat magic in all its forms. Someone has made this horror of a construct,

It can see in the dark, no mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). can hurt it as it would eat the magic. Its Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning and does not breathe, eat, or sleep.

You know that electricity could hurt it, but it would eat the magic.

This thing's shell is also stopped damage, brute force damage is just about the only thing that can take this down.

The good news is, its slow

The thing turns and starts to move your away.

20' Move, as it moves it scrapes the walls, plaster falling off.


Its not the Negative that healed it Spell craft DC24 to know why it healed


Most of is wax/flesh has fallen away, The thing under it all looks like this

IMAGE HERE

Its shell is hard Iron, some 9' tall and by the looks of it, it had been trying to take out the wall. From behind which screams are still comming.
As you come around the counter it turns to face you. It moves slow.

Kn Eng or Dungon DC20 to know what it is.


Inits:

Khardon 1d20 + 3 ⇒ (12) + 3 = 15

Lazastrahd 1d20 + 3 ⇒ (7) + 3 = 10

Bones 1d20 + 3 ⇒ (16) + 3 = 19

Daniel 1d20 + 3 ⇒ (7) + 3 = 10

Kalyeer 1d20 + 4 ⇒ (13) + 4 = 17

Bad Guy 1d20 + 3 ⇒ (8) + 3 = 11

Order of goes

Bones ,Kalyeer ,Khardon

Bad Guy

Lazastrahd ,Daniel, Seljak Jixxe

The thing you are facing seems to be a wax and clockwork Troll. Its trying to mash a door down.


Money is going to speed this up now. You put up a wall of fire and flying daggers, a few rounds later the last of the Wax undead fall. There is an all is no silence after the shooting.

----END OF COMBAT---

Now back to GM Panic and more investigation.