Trumpet Blower

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188 posts. Alias of Mage of the Wyrmkin.


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A magnificent looking humanoid hound creature bounds up the stairs and draws his sword. He palpitates an aura of holiness and he strikes at the closest enemy (adjacent S on the map).

"Fear not my friends. We will overcome these foul fiends."

Great Sword, Power Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22

Slashing, Power Attack: 2d6 + 3 + 6 ⇒ (2, 1) + 3 + 6 = 12

All enemies must make a will save DC 16 or suffer -2 to AC, attacks and saves. Magic Circle vs Evil will protect those within 10 feet of the archon.


The last elemental simply explodes under the onslaught.


The Elementals attempt to resist the bad touch ghost.

Fort save Blue: 1d20 + 5 ⇒ (12) + 5 = 17

Fort save Green: 1d20 + 5 ⇒ (19) + 5 = 24

Fort save Green: 1d20 + 5 ⇒ (11) + 5 = 16

Fort save Purple: 1d20 + 5 ⇒ (3) + 5 = 8

The ghost manages to destroy three of the four elementals. The last remaining elemental floats in place in front of the angry ghost.

The elementals have 20 hit points each so a save can make a difference at times. :)


Another water elemental appears and all four of them swarm the ghost.

(Move and Total Defence four all four elementals)

If the Ghost has reach than it can use a reaction to take an attack of opportunity on one of the elementals.


One of the Elementals explodes under the Heliotherm's attack. George 09-23 finishes his summoning spell and another water elemental appears. It swims to fill the vacated position of the deceased elemental.

All elementals avert their eyes and act as a distraction to the angry ghost.


The Techno-wizard speaks a few words in Aquan to his watery servants.
Three water elementals swim forth to act as blockers rather than attackers. They move in front of Celly and Sakorus and take up a defensive position.

Full Defence for all three.

I don't think that blunt damage will do anything to a ghost. :)


The yellow elemental explodes from the attacks but the blue elemental persists and it swims quickly to attack the last remaining monster.

Slam blue vs blue: 1d20 + 9 ⇒ (14) + 9 = 23

Damage vs blue: 1d6 + 5 ⇒ (4) + 5 = 9


Two of the water elemental simply explode as they are attacked however blue remains more or less intact (4 hit points remaining). As George 09-23 finishes his spell another elemental appears and swims to distract red.

Blue:

Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Yellow:

Yellow vs Red: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


@Sakorus - Typically you cannot flank elementals. :)

Three water elemental appear and they begin to attack their fellow variant elemental monsters.

Blue:

Slam, Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17

Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9

Slam, Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10

Damage, Bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11

Green:

Slam, Green vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22

Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9

Slam, Green vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9

Damage, Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6

Pink:

Slam, Pink vs Red: 1d20 + 9 ⇒ (6) + 9 = 15

Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9


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A well dressed young man from the house Tullian enters the lodge. He finds the opportune time to announce his liege's arrival to the party.

"My lords and ladies and gentle-people. Please allow me to formally introduce Lord Xilt Sphinx of house Tullian. An accomplished wizard and adventurer of the Pathfinder society. He is accompanied by his Mephit companion Tzleztor from the plane of Earth."

As Xilt enters the young man gracefully departs.


The remaining water elemental fights on valiantly. At the very least it can be bait for these fearsome creatures of the sea.

Blue Elemental vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25

Slam Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Blue Elemental vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

Slam Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Critical Damage for the first blow!

Slam Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Three small sized water elementals wail on the two strange creatures. They give it their all.

Green Elemental vs Red, Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

Bludgeoning Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Green Elemental vs Red, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25

Bludgeoning Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Pink Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (11) + 9 - 4 + 2 = 18

Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Pink Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (12) + 9 - 4 + 2 = 19

Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Blue Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (3) + 9 - 4 + 2 = 10

Bludgeoning Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Blue Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (9) + 9 - 4 + 2 = 16

Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Critical Damage for Green Elemental vs Red

Bludgeoning Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Small Elementals EAC 12, KAC 13 HP:20, Water Mastery (waterborne creatures suffer a -1 penalty to attack and damage vs the elementals).


The Satyrs' magic no has effect on the sphere so they all draw their bows and each take a shot at the strange creature.

Short Bow, Insight bonus, Black Satyr: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (6) + 2 = 8

Short Bow, Insight bonus, Red Satyr: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (3) + 2 = 5

Short Bow, Insight bonus, Green Satyr: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (3) + 2 = 5


The three satyrs move forward and then all attempt to convince The Corners of Spheres to leave this place while it still can.

Overcome SR if necessary, Black Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (8) + 8 = 16

Overcome SR if necessary, Green Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (14) + 8 = 22

Overcome SR if necessary, Red Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (18) + 8 = 26


The three satyrs advance on to the bridge and attempt to wake the poor soul with song. Each of the trio attempts to outdo the others in their musical performance.

"Come on brothers. We will show these foul creatures that nothing stands above wine, women and song!"

Diplomacy to wake, Black Satyr: 1d20 + 15 ⇒ (13) + 15 = 28

Diplomacy to wake, Green Satyr: 1d20 + 15 ⇒ (9) + 15 = 24

Diplomacy to wake, Red Satyr: 1d20 + 15 ⇒ (6) + 15 = 21


@AbadarCorp Entertainment - Has the drone left the room already? Clearly trying to stop it from destroying the sample has become a new priority.

George's posse pours it on the now damaged and debilitated quorlu while George 09-23 decides how to handle the drone.

Sonic Cannon vs EAC, Full Attack, Green: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10

Sonic Damage: 1d4 ⇒ 4

Sonic Cannon vs EAC, Full Attack, Green: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21

Sonic Damage: 1d4 ⇒ 3

Sonic Cannon vs EAC, Full Attack, Red: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21

Sonic Damage: 1d4 ⇒ 3

Sonic Cannon vs EAC, Full Attack, Red: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

Sonic Damage: 1d4 ⇒ 4

Sonic Cannon vs EAC, Full Attack, Black: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12

Sonic Damage: 1d4 ⇒ 4

Sonic Cannon vs EAC, Full Attack, Black: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3

Sonic Damage: 1d4 ⇒ 4

Critical Damage, Green and Red

Sonic Damage, Green 2nd attack, Critical: 1d4 ⇒ 3

Sonic Damage, Red 1st attack, Critical: 1d4 ⇒ 3

The Shadow Creatures reach out and try to freeze Lubose with their icy touch.

Shadow Black, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23

Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Shadow Black, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14

Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Shadow Red, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16

Cold Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Shadow Red, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11

Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8


George 09-23 summons forth another mini robot tank and the miniature tank battalion moves forward and fires at Lubose. The two shadowy creatures are careful in their approach towards Lubose before attacking from the rear.

The movement of the shadow monsters should not provoke attacks of opportunity unless Lubose has 10 feet reach.

Robot (Green), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (9) + 5 = 14
Sonic Damage: 1d4 ⇒ 2

Robot (Red), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (10) + 5 = 15
Sonic Damage: 1d4 ⇒ 3

Robot (Black), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (1) + 5 = 6
Sonic Damage: 1d4 ⇒ 4

Shadow (Red), Cold Touch (EAC) vs Lubose: 1d20 + 9 ⇒ (10) + 9 = 19
Cold Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Shadow (Black), Cold Touch (EAC) vs Lubose: 1d20 + 9 ⇒ (9) + 9 = 18
Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny

Red - HP: 6/6

Green - HP: 6/6

Black - HP: 6/6

Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small

Black - HP: 11/20

Red - HP: 20/20


The black robot explodes under Lubose's assault while the shadow creature absorbs the punch from the zombie and its energies flicker momentarily as it regathers its form right before attacking again.

The red and green robots fire a full on salvo at the red zombie hoping to damage it while the shadow creature attempts a frosty double attack on yellow hoping to connect with at least one blow.

Sonic Cannon, Robot (Green) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21

Sonic Damage: 1d4 ⇒ 1

Sonic Cannon, Robot (Green) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2

Sonic Damage: 1d4 ⇒ 4

Sonic Cannon, Robot (Red) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15

Sonic Damage: 1d4 ⇒ 4

Sonic Cannon, Robot (Red) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15

Sonic Damage: 1d4 ⇒ 2

Critical Damage for Robot Green 1st attack:

Sonic Damage: 1d4 ⇒ 3

Shadow Creature, Full attack, vs Yellow (EAC): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23

Cold Damage vs Yellow Zombie: 1d6 + 5 ⇒ (6) + 5 = 11

Shadow Creature, Full attack, vs Yellow (EAC): 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14

Cold Damage vs Yellow Zombie: 1d6 + 5 ⇒ (5) + 5 = 10

As George 09-23 summons finish another shadow creature appears. It lashes out at the red zombie.

Shadow Creature, Full attack, vs Red (EAC), Flank: 1d20 + 9 - 4 + 2 ⇒ (5) + 9 - 4 + 2 = 12

Cold Damage vs Red Zombie: 1d6 + 5 ⇒ (4) + 5 = 9

Shadow Creature, Full attack, vs Red (EAC), Flank: 1d20 + 9 - 4 + 2 ⇒ (13) + 9 - 4 + 2 = 20

Cold Damage vs Red Zombie: 1d6 + 5 ⇒ (1) + 5 = 6

Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny

Red - HP: 6/6

Green - HP: 6/6

Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small

Black - HP: 11/20

Red - HP: 20/20


The three robots advance towards the zombies. They then begin to fire in turn on Blue in an attempt to take it down. If Blue falls they rotate to Red.

Sonic Cannon,Robot (Green) vs Blue: 1d20 + 5 ⇒ (12) + 5 = 17
Sonic Damage: 1d4 ⇒ 3

Sonic Cannon,Robot (Red) vs Blue: 1d20 + 5 ⇒ (15) + 5 = 20
Sonic Damage: 1d4 ⇒ 1

Sonic Cannon,Robot (Black) vs Blue or Red: 1d20 + 5 ⇒ (9) + 5 = 14
Sonic Damage: 1d4 ⇒ 4

George 09-23 spell finishes and he drops a small sized Shadow creature right in front of yellow. It attacks twice with its frosty touch.

Touch vs EAC, Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11

Cold Damage vs EAC: 1d6 + 5 ⇒ (1) + 5 = 6

Touch vs EAC, Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11

Cold Damage vs EAC: 1d6 + 5 ⇒ (2) + 5 = 7

Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny

Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small


Stell Z-Linn notices the zombie horde nearing her position and calls out for some help.

"A little help here people?"

The operative shoots for Green attempting to thin the herd.

Trick Attack, Bluff, Skill Expertise: 1d20 + 13 + 4 + 1d6 ⇒ (16) + 13 + 4 + (2) = 35

Trick Attack Damage: 1d8 ⇒ 8

Tactical Semi-auto pistol, vs KAC: 1d20 + 6 ⇒ (6) + 6 = 12

Damage, P: 1d6 + 2 ⇒ (3) + 2 = 5


Three mechanical mini tanks appears out of the ether. They begin to fire their sonic guns at Green.

Tank 1 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11

Tank 1, Sonic Damage: 1d4 ⇒ 4

Tank 1 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12

Tank 1, Sonic Damage: 1d4 ⇒ 3

Tank 2 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5

Tank 2, Sonic Damage: 1d4 ⇒ 1

Tank 2 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5

Tank 2, Sonic Damage: 1d4 ⇒ 1

Tank 3 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

Tank 3, Sonic Damage: 1d4 ⇒ 2

Tank 3 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

Tank 3, Sonic Damage: 1d4 ⇒ 4


The protean flies directly at the last remaining enemy.

Bite (+possible grab) vs Red: 1d20 + 9 ⇒ (11) + 9 = 20

Piercing Damage: 1d6 + 5 ⇒ (6) + 5 = 11


The remaining protean lashes out at the blue robot.

Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7

Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14

Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7

You have to love it when your summons soak up a critical hit. That is a lot of damage to a party member that was prevented. :)


At verbal direction from George 09-23 Red and Green converge on the Blue robot attempting to gain a tactical advantage. Red is easily able to fly around Blue so as to not provide any possible openings for attack. Both proteans float effortlessly over any obstructions.

Green (Bite) (+possible grab), Flanking vs Blue: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

Green, Piercing vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7

Red (Bite) (+possible grab), Flanking vs Blue: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Red, Piercing vs Blue: 1d6 + 5 ⇒ (1) + 5 = 6

The creature will be automatically grappled if an attack hits KAC+4.


George 09-23 finishes another summoning spell and this time a red protean snake creature appears behind green (robot). It lashes out twice at green. The green protean tries to take advantage of the fact that it got the better of yellow (robot) previously and lashes out twice with two bites.

(Red Protean)

Bite vs Green(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11

Piercing Damage vs Green: 1d6 + 5 ⇒ (2) + 5 = 7

Bite vs Green(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23

Piercing Damage vs Green: 1d6 + 5 ⇒ (6) + 5 = 11

The creature will be automatically grappled if an attack hits KAC+4.

(Green Protean)

Bite vs Yellow(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12

Piercing Damage vs Yellow: 1d6 + 5 ⇒ (1) + 5 = 6

Bite vs Yellow(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

Piercing Damage vs Yellow: 1d6 + 5 ⇒ (5) + 5 = 10

The creature will be automatically grappled if an attack hits KAC+4.

Small Protean, HP:20 EAC: 12 KAC:13


A shifting odd looking flying snake like creature appears in front of yellow and lashes out with a pair of bites at the robotic creature.

Bite (+ possible grab), Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19

Piercing Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Bite (+ possible grab), Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24

Piercing Damage: 1d6 + 5 ⇒ (1) + 5 = 6

The creature will be automatically grappled if an attack hits KAC+4.

Small Protean, HP:20 EAC: 12 KAC:13


George 09-23 summons a trio of tiny robots who open fire on Blue in an attempt to strip the combatant of his images.

Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10

Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21

Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7

Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9

Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

Sonic Damage, Robot 1: 1d4 ⇒ 2

Sonic Damage, Robot 1: 1d4 ⇒ 1

Sonic Damage, Robot 2: 1d4 ⇒ 4

Sonic Damage, Robot 2: 1d4 ⇒ 2

Sonic Damage, Robot 3: 1d4 ⇒ 1

Sonic Damage, Robot 3: 1d4 ⇒ 1

Critical Damage, Robot 1, 2nd attack: 1d4 ⇒ 3

The shadow creature glides quietly over to Blue (Double Move action).


The shadowy form attempts to strike down Red looking to take advantage of the weakness in her defences.

Attack of Opportunity vs EAC: 1d20 + 9 ⇒ (20) + 9 = 29

Cold Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Critical Damage: 1d6 + 5 ⇒ (2) + 5 = 7


A solid black form with ragged edges appears out of thin air. It lashes out with a flurry of attacks at Red attempting to freeze him in his place.

Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12

Cold damage: 1d6 + 5 ⇒ (5) + 5 = 10

Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Cold damage: 1d6 + 5 ⇒ (6) + 5 = 11

Summon Creature II, Shadow Creature Graft.

EAC 12, KAC 13. HP: 20.


Red and Blue both advance before firing their electro-tasers at Blue.

Blue:

Blaster: 1d20 + 9 ⇒ (7) + 9 = 16
Electricity, Non-Lethal: 1d4 + 1 ⇒ (1) + 1 = 2

Red:

Blaster: 1d20 + 9 ⇒ (12) + 9 = 21
Electricity, Non-Lethal: 1d4 + 1 ⇒ (1) + 1 = 2

Red will disappear from the battlefield on the top of Round 8 right before its turn.


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@GM Jhaeman - This robot entered the battlefield on round 3. It has two more rounds to go. :)

The sentry robot (now red) next to Bodo bleeps out a warning as the icy creature is needlessly killed.

***Improper procedure. Improper procedure.***

It then turns its attention to red. It flies in closer and blasts it once with electricity.

Blaster: 1d20 + 9 ⇒ (1) + 9 = 10
Non-Lethal Electricity: 1d4 + 1 ⇒ (2) + 1 = 3

George 09-23 conjures another robot (blue). Who attacks red with two blaster shots.

Blaster, Full Attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Non-Lethal Electricity: 1d4 + 1 ⇒ (4) + 1 = 5

Blaster, Full Attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Non-Lethal Electricity: 1d4 + 1 ⇒ (2) + 1 = 3


The robot sentry fires at yellow twice with its pulse cannons.

***Initiating, non-lethal protocol***

Pulse Cannon, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25

Electrical Damage, Non-Lethal: 1d4 + 1 ⇒ (3) + 1 = 4

Pulse Cannon, Full Attack: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19

Electrical Damage, Non-Lethal: 1d4 + 1 ⇒ (2) + 1 = 3

Critical Damage for attack #1 - Non-lethal:

Critical Damage vs Yellow, Electrical: 1d4 + 1 ⇒ (4) + 1 = 5


The robot lashes out at white twice hoping for a lucky hit.

Full Attack vs White: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage, Bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8

Full Attack vs White: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Damage, Bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8


Rattus moves up a bit and tries to put a bullet into the last elemental.

To hit, Semi-Automatic Pistol vs KAC: 1d20 + 7 ⇒ (10) + 7 = 17

Damage, Weapon Spec.: 1d6 + 2 ⇒ (5) + 2 = 7


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I noticed a post on Tuesday by Delea so I am holding off on botting her for now.


The protean (alpha) fighting the male lashunta strike out once again attempting to coordinate with Brock.

It speaks in an eerie otherworldly voice but in the common tongue.

"No, now you die!"

Bite, Flank vs KAC: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Damage, Piercing: 1d6 + 5 ⇒ (1) + 5 = 6

If the attack hits KAC+4 then Red is grappled.

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The protean (beta) in combat with the female lashunta screams out as the hook knife connects with its body but it is far from dead. It lashes out at her attempting to bite her.

Bite vs KAC: 1d20 + 9 ⇒ (18) + 9 = 27

Damage, Piercing: 1d6 + 5 ⇒ (1) + 5 = 6

If the attack hits KAC+4 then Blue is grappled.

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George's summoning spell finishes and another protean appears. This one (gamma) is much smaller (tiny) and it flies towards the female lashunta.

Bite, Flank vs KAC: 1d20 + 5 ⇒ (11) + 5 = 16

Damage, Piercing: 1d6 + 3 ⇒ (4) + 3 = 7

If the attack hits KAC+4 then Blue is grappled.

@DM Kludde - Tiny creatures without reach provoke an attack of opportunity when they enter another creature's square to attack. If a creature has the grappled condition (hopefully now) the creature cannot make this attack of opportunity.

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Delea tries to end the fight (at least with the male). She sends out powerful thought waves intending to fry his mind.

Mind Thrust, Will DC 17 for half damage: 4d10 ⇒ (3, 6, 7, 7) = 23


@Nikko - That seems like a cool idea. :)

The troublesome protean attempts to bite Freyan yet again (so it is not renewing the grapple but Freyan will suffer with the grappled condition until the end of the protean's turn).

Bite, Flank vs KAC: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Damage, Piercing: 1d6 + 5 ⇒ (4) + 5 = 9

If the attack hits KAC+4 then Red is grappled.

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George's spell completes and he summons another small sized protean which heads towards Davaine at a rapid speed. It attempts to block her path to the machine on the walkway and hopefully bite her as well.

Bite vs KAC: 1d20 + 9 ⇒ (9) + 9 = 18

Damage, Piercing: 1d6 + 5 ⇒ (1) + 5 = 6

If the attack hits KAC+4 then Blue is grappled.

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Delea sends another mental blast at Freyan.

Mind Thrust, Will DC 16: 2d10 ⇒ (2, 9) = 11


As George 09-23 spell finishes a small sized Protean appears. Its snake liked form shifts and changes as it flies with great agility to a position behind the male lashunta trying to setup a flank with Brock.

It has a 60 feet perfect fly speed so it can easily position itself without drawing an attack of opportunity.

It lashes out at Red trying to bite him and potentially grab him.

Bite,Flank vs KAC: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

Damage, Piercing: 1d6 + 5 ⇒ (5) + 5 = 10

If the attack hits KAC+4 then Red is Grappled

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Delea runs in the room and blast the male lashunta's mind.
(I am going to assume that her seals are also activated)

Mind Thrust, Will DC 17 for half damage: 4d10 ⇒ (9, 1, 4, 4) = 18


A muttered sound of thanks is given as the radio is destroyed by the android operative. It is as if the cosmos itself is relieved that the screeching (some call it music) has stopped.

Delea draws her laser pistol and fires at the last remaining ghoul.

To hit: 1d20 + 7 ⇒ (19) + 7 = 26

Damage, Fire: 1d4 + 3 ⇒ (2) + 3 = 5


George's spell completes and a tiny toy soldier appears. The robot solider fires its musket twice at Blue and waves of sonic energy scream its way.

Sonic gun, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14

Sonic Damage: 1d4 ⇒ 4

Sonic gun, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6

Sonic Damage: 1d4 ⇒ 4


The (illusion of a) Crest-Eater towers over the ghouls. It licks it chops and its muscles tense as it appears to prepare to pounce.


The Hound Archon sheathes his sword and pulls Igor on to the boat preventing the wizard from the mundane task of climbing.

He salutes everyone before disappearing back into the ether.


@GM Chrios - Jilla has 13 temporary hit points now so the last attack (4 hit points of damage) would have been absorbed completely. :)

Hold Person allows a new save every round (as a full round action) so we are really not off initiative, yet. :)

The Hound Archon does not understand Piotr's strange behaviour.

"By the gods you are as bad as the Azata!"

The upright canine harrumphs loudly and shakes his head. He continues his attacks on the captain but this time he uses the flat of his blade to subdue rather than kill.

With Hold Person in place the Captain now has a Dexterity of 0 and melee attacks have a +4 bonus to hit.

Great Sword, Subdue, bonus to attack, Power Attack: 1d20 + 9 - 4 + 4 - 2 ⇒ (12) + 9 - 4 + 4 - 2 = 19

Damage, Non-Lethal, Power Attack: 2d6 + 3 + 6 ⇒ (2, 4) + 3 + 6 = 15

Great Sword, Subdue, bonus to attack, Power Attack, Iterative attack: 1d20 + 9 - 4 + 4 - 2 - 5 ⇒ (11) + 9 - 4 + 4 - 2 - 5 = 13

Damage, Non-Lethal, Power Attack: 2d6 + 3 + 6 ⇒ (5, 3) + 3 + 6 = 17


The Hound Archon takes a step forward and then attacks the captain twice with his great sword.

Great Sword, Power Attack: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage, Power Attack: 2d6 + 3 + 6 ⇒ (2, 2) + 3 + 6 = 13

Great Sword, Power Attack, Iterative Attack: 1d20 + 9 - 2 - 5 ⇒ (7) + 9 - 2 - 5 = 9
Damage, Power Attack: 2d6 + 3 + 6 ⇒ (5, 3) + 3 + 6 = 17

Sad, just sad. He is great at menacing people but not so great at actually hitting people. ;)


The quartet of tanks all fire at orange.

Robot 1, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Sonic Damage: 1d4 ⇒ 4

Robot 1, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Sonic Damage: 1d4 ⇒ 3

Robot 2, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Sonic Damage: 1d4 ⇒ 2

Robot 2, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Sonic Damage: 1d4 ⇒ 3

Robot 3, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
Sonic Damage: 1d4 ⇒ 2

Robot 3, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Sonic Damage: 1d4 ⇒ 2

Robot 4, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Sonic Damage: 1d4 ⇒ 2

Robot 4, Full Attack vs Orange: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Sonic Damage: 1d4 ⇒ 3

Critical Damage, Robot 2 - Attack 1: 1d4 ⇒ 3

It looks like only one hit albeit a critical for five points of damage total. :)


George 09-23 spell completes and another tiny robot tank appears.

"Bleep. Rapid Fire all units!"

The tanks all fire their sonic cannons in quick succession at Blue.

Robot 1, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Sonic Damage: 1d4 ⇒ 1

Robot 1, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Sonic Damage: 1d4 ⇒ 3

Robot 2, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Sonic Damage: 1d4 ⇒ 2

Robot 2, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Sonic Damage: 1d4 ⇒ 1

Robot 3, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Sonic Damage: 1d4 ⇒ 1

Robot 3, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Sonic Damage: 1d4 ⇒ 2

Robot 4, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Sonic Damage: 1d4 ⇒ 3

Robot 4, Full Attack vs Blue: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Sonic Damage: 1d4 ⇒ 3

That looks like 11 points of sonic damage total. :)


Delea moves closer to be able to Mind Blast her opponents in the future.

Double Move.

At level 6 Delea can only Mind Thrust opponents out to a range of 40 feet. Technically her attack last round would not be possible but I don't think it is worth retconning it at this point. She could have double moved and used her Mind Thrust this round instead. :)

@DM Kludde - YMMV with the holidays. Personally it is a mad scramble for me before the holidays with preparations but I have plenty of screen time during the holidays to post. A lot of people are travelling or going from party to party so your call for a relaxed posting schedule is a good one. :)


The Hound Archon takes the long way around avoiding pink's reach entirely. He moves towards the captain attempting to strike him down.

Great Sword, Power Attack: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8

Slashing, Power Attack: 2d6 + 3 + 6 ⇒ (5, 1) + 3 + 6 = 15

Then again with that roll, maybe not ...

The captain is within the archon's Aura of Menace and must make a Will DC 16 saving throw or take -2 on ac, attacks and saves.

His goodly presence can be appreciated by his allies within ten feet of his person (Magic Circe vs Evil provides a +2 deflection bonus to ac and a +2 resistance bonus to saving throw vs evil opponents).

@GM Chrios - I have no idea if these people are evil or not. If they are then everyone near the hound archon has the equivalent of Protection from Evil up. :)


As George 09-23 completes his spell three tiny sized robots appear. They are styled after gleaming silver toy tanks with oversized cannons and treads. The first two attack red outright while the third one tries to distract it with harrying fire.

"Bleep...focus fire on red. Bleep."

Sonic vs EAC: 1d20 + 5 ⇒ (11) + 5 = 16
Sonic Damage: 1d4 ⇒ 1

Sonic vs EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Sonic Damage: 1d4 ⇒ 3

Harrying Fire vs AC 15 (Red): 1d20 + 5 ⇒ (20) + 5 = 25

The next character to attack Red should get +2 circumstance bonus to their attack roll.


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As Igor's spell reaches completion a divinely inspired hound appears on the battlefield. The archon howls a deadly challenge to his opponents and his presence can be felt by all.

All four of the sailors are within the archon's Aura of Menace and must make a Will DC 16 saving throw or take -2 on ac, attacks and saves.

His goodly presence can be appreciated by his allies within ten feet of his person (Magic Circe vs Evil provides a +2 deflection bonus to ac and a +2 resistance bonus to saving throw vs evil opponents).

The canine warrior reaches out and touches Jilla fortifying for the battle ahead.

"Be of good cheer, little warrior. Today is our day and this battle is ours. I guarantee it."

Aid spell cast on Jilla.

Aid (temporary hit points), CL 6: 1d8 + 6 ⇒ (7) + 6 = 13

Jilla now has 13 temporary hit points as well as +1 morale bonus to hit and to saves vs fear

The hound then steps to provide as much protection as he can to all of the characters (with the exception of Igor, Eredur and Winnie). He then draws a formidable sword.

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