[GD VII] [Session 1] GM zebeev's 6-01 - Trial By Machine (Inactive)

Game Master zebeev

Session 1 of GameDay VII - Aug. 13th, 2018

Maps and Handouts


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Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Sandokar takes the lead at this point of time and goes further.

If it can comfort you, the "damned coward" is dead. I found this dagger on him [showing the adamantine dagger]. He had a good equipment. Well. You're safe now. The construct is over and we are not here to fight you. As the Sarenrae priestess said go to Shechera. This way we will save her life.

He's speaking traveling around and picking his two thrown daggers which he replaces on his bandolier.

Grand Lodge

Maps: |

Diplomacy Rolls!:

Sandokar - Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
Kyra - Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29

Initial attitude:
Hostile Unfriendly Indifferent Friendly Helpful

Unfriendly (DC 20 + CHA mod)
= DC 18

29 - 18 = 11

Dipomacy wrote:
For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way.

Hostile Unfriendly Indifferent Friendly Helpful

Meleren seems moved by Kyra's willingness to help without prompting. (Meleren is now considered friendly).

"She's up ahead, past the archway - there's stairs that lead down into a barracks of some kind - I left her to rest on one of the beds there."

He looks back at the party, then begins walking north. "I can lead the way."

What do you do?

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6

The warpriest follows Meleren when he lead the way.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Please hurry. Stranger or no, Kyra is determined to save the life of the dying woman.

Dark Archive

Brawler 3

Safa will follow cautiously and keep an eye on everyone's back as they race forward to help.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Yes, let's go help her." Cork falls in behind Kyra as she heads towards Shechera.

Grand Lodge

Maps: |

You walk through the archway, and when pass through the threshold, you see that the room to the north is twice as wide as it is long. This grand oval chamber is illuminated with a murky radiance by dimly glowing overhead crystals.

The room is bare of furnishings, just an open space with a dozen semicircular alcoves around the perimeter. Mechanical horrors identical to those outside occupy a number of these alcoves, but none of the automatons seem active, and most have even fallen over from the ravages of time. A 10 wide door stands in the center of the northern wall, which Meleren approaches, then opens by placing the palm of his hand on the glowing panel next to it.

The door slides open briskly, revealing a staircase that leads down. Meleren motions for you to follow him. "Just down here."

You start down the flight of metal stairs, descending through a corridor sheathed in the same brick-red metal as the upper level. The corridor seems in better repair than most of the rooms you've seen prior, with no missing panels and fully functional overhead lighting.

Finally, the stairs end in a landing, with a door to the north, and two narrow arches open on either side of the hall, the rooms within containing very crude, hard looking metal beds and four ransacked footlockers.

Meleren enters the western room, and assures Shechera that you are there to help. "These people, they stopped the machine upstairs - they said they could help."

By the look on her face, she does not seem convinced.

What do you say? What do you do?

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Kyra releases a wave of positive energy including the recent acquaintances.

channel pos energy: 2d6 ⇒ (1, 5) = 6

Allow me to see to your wounds. Kyra hopes the healing is a show of good faith.

diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Its true, the dang thing shot me with a bolt! Speaking of, Kyra if you don’t mind I’d like some healing too. Thank you Meleren, for stopping those traps.
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16
Oops will stay close to Kyra as she channels to make sure he’s fixed up too Sorry for my abscence we had storms roll in and I couldn’t stay connected..

Grand Lodge

Maps: |

A wash of radiant warmth fills the barracks, and any wounds they may have suffered begin to bind together thanks to the positive energy. Shechera, pats her stomach, and she finds that the deep sword wound that threatened her life has almost completely healed.

Diplomacy Check (Public):

Initial attitude:
Hostile Unfriendly Indifferent Friendly Helpful

GM NOTE: I'm going to say that Meleren would succeed on an initial Diplomacy check to aid Krya, giving her a +2 to the check.

Unfriendly (DC 20 + CHA mod)
= DC 21

Kyra rolled a 20, plus 2 from Meleren, passing the check and improving her attitude by a single step.

Improved attitude:
Hostile Unfriendly Indifferent Friendly Helpful

Shechera is reassured by Meleren and taken aback by Kyra's selflessness in healing her (Shechera is now considered indifferent).

GM Screen (Private!):

Kyra DC 20 Charisma/Diplomacy check: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 - success
Opportunities for epiphany checks: (Healing Meleren or Shechera to half or more HP)
Meleren starts with a total of 2 EP.
Shechera gains 1 EP, bringing her total to 1 EP.

Shechera musters the energy to sit up, then rises from the metal bunk. "My thanks to you, Sarenite. And to the rest of you for dealing with that thing up there." She looks to Meleren, then back to the party. Her brow furrows. "Forgive me, but why are you here? Were you following us?"

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

We were sent by Valsin to check on a Pathfinder squad that was running an obstacle course. I am sorry we were not here in time to save your friends. I am glad we were able to help you at least. My condolences. Kyra is solemn in her feelings about the crew. She wishes she was there in time.

diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Sandokar said simply and honestly:

No, we didn't follow you. We were sent here to pass a test. We are Pathfinders. Then, we found your traces on the floor and we knew so that somebody was come before us. But we didn't try to find and more we haven't tracked you. We are supposed to find something that tell us that the test is finished and that we have to go back. Until now we haven't found anything like this. That's simply why we are here. And we help you because we think that's your group has already enough suffered.

Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Were you guys here to do the test too? It seems to me that the test has gone wrong. I don't think it was supposed to be lethal."

Grand Lodge

Maps: |

The two bandits look at one another, then Meleren speaks. "Valsin?" He grabs an amulet he's wearing around his neck, then doffs it from his neck. "This amulet was in the chest upstairs, an arcane message mentioned something about presenting it to a Venture-Captain Valsin as proof of success."

Shechera chimes in. "In another room. we found a riddled chest with an adamantine dagger in it - Harlo claimed it for himself, as it was the only bit of treasure we found in these blasted ruins in a day's work. Then we saw the chest wrapped in chains, Harlo used the dagger to cut through them like it were nothing more than a paper garland."

Meleren offers the trinket to Kyra. "This tin amulet was the only thing in the chest. It looks plain enough, but if there's any value to be had, it's yours. Least we can do for the help."

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Kyra inspects the amulet. Detect Magic

Grand Lodge

Maps: |

Shechera chuckles at Cork's question of whether or not they were Pathfinder agents. "Gods no. Right in the name, we're the Blood Red Raiders. If it's worth anything, we aim to take it. Old musty places like this tend to have valuables ripe for the taking, turns out this place had some defenses we weren't expecting."

Kyra attunes herself to her surroundings, but finds that the amulet emits no aura of any kind. It appears to be a mundane necklace.

However, she does detect an aura of evocation from the masterwork morningstar looped onto Meleren's belt. Looking at the spiked head, it appears to be made of the same material as the dagger you retrieved from Harlo the Tooth.

Dark Archive

Brawler 3

Safa remains silent watching her party assist these people. She is still learning how to be personable and is a bit socially awkward.

Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11 Does Safa sense any ill intent or lies during their conversation?

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Looking at Meleren and Shechera:

Perhaps didn't you meet the right person at the right moment. These people had a bad influence upon you. Bt the fact that you deliver us the amulet without being asked for anything is a proof that you are able to act as honest people. You should have a try when we will be back to the civilization, once we will be out of here.

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Oops will whisper to Jinx if the amulet looks worth anything.
Appraise: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Maps: |

@Safa: You get the feeling that they aren't hiding anything. They are unrepentant thieves, but the severity and desperation of the situation leaves them no choice but to cooperate, however reluctant they may be to do so.

Sandokar wrote:
"Perhaps didn't you meet the right person at the right moment. These people had a bad influence upon you. But the fact that you deliver us the amulet without being asked for anything is a proof that you are able to act as honest people. You should have a try when we will be back to the civilization, once we will be out of here."

Shechera chuckles at Sandokar's heartfelt tone. "Spare me, Garundi. A lifetime on the docks and streets of Diobel does not leave one with a kind heart. Spare me your softness.”

@Oops: The tin amulet is of regular craftsmanship, and is mundane - you conclude that it is mere ornamentation, meant to convey success in the trial course.

There is a door to the north that hasn't been opened, otherwise there is only the way you came.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

Well, if you prefer to die once on the sreets...

That is the quick answer to Shechera's one.

Now we can go further as well as going back to the venture captain. The test is finished.

This is for his companions. What do they think to do?

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork smirks at the thieves' responses. "Ok. Well, to each his own I guess." Turning to Sandokar. "Yes, I think we could go back, but maybe we should see what else is here. It seems that things have gotten out of hand and it might be helpful to Valsin if we investigated more."

He points to the north door. "We could start there."

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

I agree. Let's finish exploring the area. Kyra makes for the north door.

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

The warpriest agrees with Cornelius and Kyra. He knows also that the venture captains usually appreciate to know that the whole area has been explored.

Dark Archive

M half-elf spiritualist 1 | HP: 8/10 | AC16, FF14, T12 | Fort +4, Ref +2, Will +2 | Init +3, Perc +0 | Spells: 1st - 2/2, DC15 | Speed 30ft | Conditions: none

”Ever onward, ever upward,” Zeviss intones with a halfhearted smile. Haven, dour maiden that she is (and also, y’know, dead), offers no response.

Grand Lodge

Maps: |

Very well, northward ho!

Pressing your hand on the panel, the ten-foot wide door opens up, retracting into the wall like the others before. The monotony of red steel is broken up in this octagonal chamber. Plenty of the red djezet steel looms in the background, but it is now accented by gleaming chrome panels with glass sections, and tables set against every wall.

A round table stands upon a plinth in the center of the room. Bronze and brass levers and dials occupy all these surfaces, along with flat bits of glass, some lit, some dark.

Beyond the central table, a wide red metal pillar with a door in its southern face stretches from floor to ceiling.

Doors open off to both the east and west, along with the door to the south you just entered from.

More pressing than the architectural choices and flashy interior decoration though are FOUR shambling SKELETONS, each smoldering with what appears to be electric embers and no clothing or armour save for a glowing gauntlet in one hand!

Roll For Initiative!:

Cork: 1d20 + 7 ⇒ (17) + 7 = 24
Kyra: 1d20 + 0 ⇒ (3) + 0 = 3
Oops: 1d20 + 2 ⇒ (1) + 2 = 3
Safa: 1d20 + 2 ⇒ (16) + 2 = 18
Sandokar: 1d20 + 3 ⇒ (14) + 3 = 17
Zeviss: 1d20 + 3 ⇒ (11) + 3 = 14
Haven: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton Red: 1d20 + 7 ⇒ (19) + 7 = 26
Skeleton Yellow: 1d20 + 7 ⇒ (13) + 7 = 20
Skeleton Green: 1d20 + 7 ⇒ (1) + 7 = 8
Skeleton Blue: 1d20 + 7 ⇒ (18) + 7 = 25

Two skeletons let out hissing sounds, then charge the party.

Targetting:

Red Skeleton Attack target (alphabetical): 1d3 ⇒ 1 - Cork/Sandokar/Zeviss
Blue Skeleton Attack target (alphabetical): 1d3 ⇒ 2 - Haven/Kyra/Safa

Red Skeleton > Cork
Melee attack (gauntlet): 1d20 + 2 ⇒ (13) + 2 = 15 - miss

Blue Skeleton > Kyra
Melee attack (gauntlet): 1d20 + 2 ⇒ (3) + 2 = 5 - miss

Round 1a:
BATTLEMAP
(those bolded may act)

26 Skeleton Red
25 Skeleton Blue

24 Cork
20 Skeleton Yellow
18 Safa
17 Sandokar
14 Zeviss
11 Haven
8 Skeleton Green
3.2 Oops
3.0 Kyra

GM NOTE: If at the beginning of your turn, you are adjacent to a skeleton, the proximity to the burning aura take 1d6 points of electric and fire damage. Note that it not 1d6 of fire and 1d6 electric, but 1d6 of combined fire and electric.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork deftly steps to the side of the glowing skeleton in front of him. He pulls out his cutlass and slices at it.

cutlass@red,flanking: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage(slicing): 1d6 + 3 ⇒ (2) + 3 = 5

electric/fire damage to me: 1d6 ⇒ 1

Grand Lodge

Maps: |

Cork steps to the side and slices at the spine of the flaming skeleton; his trusty strikes true, but the angle of his blade cutlass merely scrapes the bone. (To clarify: Successful hit on your roll of 21, but no damage was dealt)

A second skeleton jumps Cork, swinging wildly with the glowing gauntlet on it's hand.

Skeleton Yellow > Cork
Melee attack (gauntlet): 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 (+2 flanking)
Damage (B): 1d4 + 2 ⇒ (3) + 2 = 5
Damage (E/F): 1d6 ⇒ 3

The skeleton connects with its electrified gauntlet, dealing 8 damage total!

Round 1b:
BATTLEMAP
(those bolded may act)

26 Skeleton Red
25 Skeleton Blue
24 Cork (-9HP)
20 Skeleton Yellow

18 Safa
17 Sandokar
14 Zeviss
11 Haven

8 Skeleton Green
3.2 Oops
3.0 Kyra

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

The warpriest takes the adamantine dagger and makes his cold iron dagger going out of his sheath to attack the skeleton in front of him. After all The Lady of graves has told to send her back the undead.

Damage fire/elec: 1d6 ⇒ 3

Attack adamantine dagger: 1d20 + 3 ⇒ (2) + 3 = 5
Attack cold iron dagger: 1d20 + 2 ⇒ (5) + 2 = 7

Dark Archive

Brawler 3

Safa will 5 ft step to provide a flank for Kyra and herself. She will then kick the creature.
Melee Unarmed: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 20/x2
1d6 + 3 ⇒ (3) + 3 = 6 bludgeoning damage

Well at least attempt to.

Dark Archive

M half-elf spiritualist 1 | HP: 8/10 | AC16, FF14, T12 | Fort +4, Ref +2, Will +2 | Init +3, Perc +0 | Spells: 1st - 2/2, DC15 | Speed 30ft | Conditions: none

Electricity/Fire: 1d6 ⇒ 2

“Look, Haven - undead! Here’s hoping you aren’t related!” Zeviss draws his crossbow and concentrates, bringing Haven back into corporeal form.

The phantom takes a 5-foot step diagonally toward the Red skeleton and swings her ghostly arms at the creature.

Slam Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Slam Damage: 1d6 + 2 ⇒ (2) + 2 = 4 bludgeoning

Grand Lodge

Maps: |

Starting the turn adjacent to burning skeletons;
Safa, Aura damage: 1d6 ⇒ 4
Haven, Aura damage: 1d6 ⇒ 3

Sandokar, Safa, and Haven attack the skeletons, but all miss in the confusion and disarray of the flaming melee. Safa and Haven getting so close with their attacks causes a slight burn from the radiating electric fire. (* see GM Note at bottom)

Yet another skeleton joins the fray, swarming Safa.

Skeleton Green > Safa:
Melee attack (gauntlet): 1d20 + 2 ⇒ (16) + 2 = 18
Damage (B): 1d4 + 2 ⇒ (4) + 2 = 6
Damage (E/F): 1d6 ⇒ 5

The skeleton bashes Safa with its gauntlet, dealing a whopping 11 damage!

A badly burned Safa falls to the floor, unconscious.

GM Note: For transparency's sake, part of the aura special ability for these guys reads "Anyone striking a plasma skeleton with an unarmed strike or natural attack..." (emphasis mine). I've posted in the PFS Discord about the wording of "striking", but for now I'm going to rule it as "successful in striking", that a miss doesn't connect, and therefore doesn't trigger. Basically, I'm going to go with the less-lethal interpretation for now, as these things are giving out 1d6s of fire damage like candy. If the ruling comes back otherwise, I'll let you all know.

Round 1c:
BATTLEMAP
(those bolded may act)

26 Skeleton Red
25 Skeleton Blue
24 Cork (9 DMG : 18/27 HP)
20 Skeleton Yellow
18 Safa (16 DMG : -3/13 HP)
17 Sandokar (3 DMG : 14/17 HP)
14 Zeviss (2 DMG : 8/10 HP)
11 Haven (3 DMG : 8/11 HP)
8 Skeleton Green

3.2 Oops
3.0 Kyra

Kyra and Oops are up! My condolences to poor Safa, who not only ate a majority of the randomly targetted attacks in the previous encounter, she now has to deal with this dogpile of flaming electic bones. :(

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Kyra sees sparks and flame all around and allies fall unconscious. She prays for support and the power of healing as she releases positive energy to the room.

channel pos energy. +4 damage to undead: 2d6 ⇒ (4, 1) = 5

Saranrae protect you!!!!!

Dark Archive

Brawler 3

Correct, the ruling of that is when they hit, the contact is so hot they end up taking damage to the body they are striking with.

Grand Lodge

Maps: |

@Safa: Yeah, looking at it now, it seems clear. Part of my confusion was that my head is two-thirds into the Playtest, where they've decided to call attack rolls strikes, and sent me in a logic/syntax loop.

@OG3: You're choosing to target the living and heal with that channel, I presume? The note about +4 to damage undead tripped me up - you have to choose whether to deal damage to undead creatures or to heal living creatures when channelling positive energy.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

You're right, i misspoke. Damage, please. I will administer wand charges of CLW to bring everyone to full.

Grand Lodge

Maps: |

Kyra, damage from electric/fire aura: 1d6 ⇒ 6

DC 16 Will, Skeleton Red: 1d20 + 2 ⇒ (19) + 2 = 21 - success
DC 16 Will, Skeleton Yellow: 1d20 + 2 ⇒ (14) + 2 = 16 - success
DC 16 Will, Skeleton Green: 1d20 + 2 ⇒ (19) + 2 = 21 - success
DC 16 Will, Skeleton Blue: 1d20 + 2 ⇒ (15) + 2 = 17 - success

Kyra beseeches her god Saranrae, and the Dawnflower responds in kind. A radiant burst of energy emanates from her holy symbol, dealing 4 damage to the undead skeletons! Various limbs and bones sheer off from the flaming horrors, and they look like they are going to fall apart as they shamble around.

Two of the skeletons continue their assault on the party.

Red target, alphabetical: 1d4 ⇒ 2 - Cork/Haven/Sandokar/Zeviss
Blue target, alphabetical: 1d5 ⇒ 4 - Haven/Kyra/Meleren/Oops/Zeviss

Skeleton Red > Haven
Melee attack (gauntlet): 1d20 + 2 ⇒ (10) + 2 = 12 - miss

Skeleton Blue > Oops
Melee attack (gauntlet): 1d20 + 2 ⇒ (6) + 2 = 8 - miss

Round 2a:
BATTLEMAP
(those bolded may act)

3.2 Oops (Turn from Round 1)
26 Skeleton Red (4 DMG)
25 Skeleton Blue (4 DMG)

24 Cork (9 DMG : 18/27 HP)
20 Skeleton Yellow (4 DMG)
18 Safa (16 DMG : -3/13 HP, dying)
17 Sandokar (3 DMG : 14/17 HP)
14 Zeviss (2 DMG : 8/10 HP)
11 Haven (3 DMG : 8/11 HP)
8 Skeleton Green (4 DMG)
3.2 Oops
3.0 Kyra (6 DMG : 29/35 HP)

EDIT: Oops, I... forgot Oops! Thankfully, the enemy turn didn't break any sequencing or anything, so Oops can take their turn alongside Cork. My sincere apologies.

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

Just FYI there's no discussion thread to offer a boon or day job roll

Grand Lodge

Maps: |

I got everyone else's info in the Recruitment thread (here), that ought to work. As for the boon rolls, I'll do those in the wrap-up/conclusion.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Since I'm next to two skeletons at the beginning of my turn do I take the 1d6 dmg twice?

aura dmg: 1d6 ⇒ 6

Cork winces with the pain of the damaging aura of the skeletons. He moves away from the group then aims a hand towards the skeleton. A ray of positive energy shoots forth into the creature.

disrupt undead@red: 1d20 + 3 ⇒ (10) + 3 = 13 Ranged touch
damage: 1d6 ⇒ 5

The move away provokes AoO.

Grand Lodge

Maps: |

Indeed, the second skeleton will trigger a second instance of the aura damage. Nasty baddies.

Cork, 2nd Skeleton aura damage: 1d6 ⇒ 1

Cork tries to get away from the burning skeletons that surround him, but the gouts of flame that engulf the undead shamblers lick at his heels. To add possible injury on top of previous injury, they swing wildly with their electrified gauntlets at the magus as he retreats.

Attack of Opportunity, Skeleton Red > Cork
Melee attack (gauntlet): 1d20 + 2 ⇒ (16) + 2 = 18 - hit
Damage (B): 1d4 + 2 ⇒ (4) + 2 = 6
Damage (E/F): 1d6 ⇒ 5

Attack of Opportunity, Skeleton Yellow > Cork
Melee attack (gauntlet): 1d20 + 2 ⇒ (3) + 2 = 5 - miss

One of the skeletons smashes Cork with its gauntleted fist, dealing 11 damage!

Cork drops to the floor, unconscious.
(The AoO takes Cork to 0 HP, so his standard action to attack wouldn't happen)

One of the skeletons lurches forward to attack the nearest thing it can see.

Attack, Skeleton Yellow > Haven
Melee attack (gauntlet): 1d20 + 2 ⇒ (13) + 2 = 15 - hit
Damage (B): 1d4 + 2 ⇒ (2) + 2 = 4 - (DR/5 slashing brings this to 0)
Damage (E/F): 1d6 ⇒ 5

The skeleton bashes the corporeal phantom, dealing 5 damage!

Man, this is looking to be lot more of an ordeal than I thought it'd be. These are four CR 1/2 monsters, if you can believe it. A CR 3 encounter!

I'm delaying Oops, they can take their turn whenever they wish. Because I don't have access to their full character sheet or statblock, I can't intelligently bot on their behalf, and what I do know about Oops (specialization in fire evocation) probably won't fare well against skeletons that happen to be on fire themselves.

Round 2b:
BATTLEMAP
(those bolded may act)

26 Skeleton Red (4 DMG)
25 Skeleton Blue (4 DMG)
24 Cork (27 DMG : 0/27 HP, disabled)
20 Skeleton Yellow (4 DMG)
DELAYED Oops
18 Safa (16 DMG : -3/13 HP, dying)
17 Sandokar (3 DMG : 14/17 HP)
14 Zeviss (2 DMG : 8/10 HP)
11 Haven (8 DMG : 3/11 HP)

8 Skeleton Green (4 DMG)
3.0 Kyra (6 DMG : 29/35 HP)

So with all that, Oops, Safa, Sandokar, and Zeviss are up!

Dark Archive

Brawler 3

CON: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 DC10

Safa bleeds for 1

Grand Lodge

Male Human (Garundi) Warpriest / 3 (Archetype Champion of the Faith)

This time it must be the time of the life against the unlife.

Adamantine Dagger: 1d20 + 3 ⇒ (11) + 3 = 14
Cold iron Dagger: 1d20 + 2 ⇒ (16) + 2 = 18

Damage Adamantine Dagger: 1d6 + 3 ⇒ (5) + 3 = 8
Damage Cold iron Dagger: 1d6 + 2 ⇒ (6) + 2 = 8

Aura damage: 1d6 ⇒ 1

Grand Lodge

Maps: |

Sandokar's cold iron blade cuts into the skeleton, severing it's spine. As the undead being crumples to the ground, it lets out an unholy shriek, and the bony remnants go nova.

A great explosion erupts from the skeleton, sending a shockwave of electric fire and leaving nothing but a charred pile of bones on the floor.

5' Explosion Upon Death, Skeleton Red: 1d6 ⇒ 1

Cork, Haven, Sandokar and Zeviss are caught in the explosion, dealing 1 damage to each of them. (This puts Cork into the negatives now, and he is now dying).

Round 2b:
BATTLEMAP!
(those bolded may act)

26 Skeleton Red (4 DMG)
25 Skeleton Blue (4 DMG)
24 Cork (28 DMG : -1/27 HP, dying)
20 Skeleton Yellow (4 DMG)
DELAYED Oops
18 Safa (16 DMG : -3/13 HP, dying)
17 Sandokar (3 DMG : 14/17 HP)
14 Zeviss (2 DMG : 8/10 HP)
11 Haven (8 DMG : 3/11 HP)

8 Skeleton Green (4 DMG)
3.0 Kyra (6 DMG : 29/35 HP)

Dark Archive

Brawler 3

You got my HP wrong, I'm at -5 now after bleeding. :)

The Exchange

Male HP:13/13, AC:14, T:13, FF:12 CMD: 10, CMB: -2, Fort:+1, Ref:+2, Will:+3, Init: +2, Perception: +3, NG Gnome Tattooed Sorcerer lvl 2 Burning Hands(DC:16) (4d4+4, x2) 15ft.
Jinx:
Familiar: Raven HP:6 AC:15/14/13, F: +1, R:+4, W:+5 Ini: +2, Speed: 10ft/,40ft avg Per:+6, Melee: +5(1d3-4,x2)

Turn 1: oops will 5ft step away, then draw his wand of CLW.
Turn 2: Oops will 5 ft step to where he was before and cast try to cast CLW on the Skeleton.
UMD: 1d20 + 4 ⇒ (19) + 4 = 23
Att: 1d20 + 2 ⇒ (17) + 2 = 19
Dmg: 1d8 + 1 ⇒ (2) + 1 = 3

Sorry guys!!! I must not have submitted my last turn, been using my phone last few days. I’ll make sure my posts go through from now on!

DM:
pm me what information you need and I’ll make the changes for you.

Dark Archive

M half-elf spiritualist 1 | HP: 8/10 | AC16, FF14, T12 | Fort +4, Ref +2, Will +2 | Init +3, Perc +0 | Spells: 1st - 2/2, DC15 | Speed 30ft | Conditions: none

Electricity & Fire Damage (Haven): 1d6 ⇒ 4

Electricity & Fire Damage (Zeviss): 1d6 ⇒ 3

"Yikes," Zeviss mutters as he steps away from the ensuing brawl. "Sorry about this, Haven." He loads his crossbow and takes a shot at the blue skeleton by Kyra.

Crossbow Attack (Firing Into Melee): 1d20 - 2 ⇒ (1) - 2 = -1
Crossbow Damage: 1d8 ⇒ 5

The phantom, unable to endure this much punishment to her corporeal form, fades away into nothingness. Haven is at 0 HP and will not be able to be summoned for the remainder of the scenario.

Grand Lodge

Maps: |

The skeleton that laid into Safa now turns it's attention to Kyra, the closest available target.

Skeleton Attack
Melee attack (gauntlet): 1d20 + 2 ⇒ (15) + 2 = 17
Damage (B): 1d4 + 2 ⇒ (3) + 2 = 5
Damage (E/F): 1d6 ⇒ 6

The skeleton connects with the cleric, dealing 11 damage!

Oops steps back towards the skeleton that was swarming a moment earlier, then touches his wand of cure light wounds to the undead monstrosity. Recoiling from the positive energy, the skeleton begins to disintegrate, then explodes in a gout of fire and electricity.

Plasmatic death: 1d6 ⇒ 2

Kyra, Meleren and Oops must make a DC 11 Reflex save to take half damage.

Kyra: 1d20 + 3 ⇒ (18) + 3 = 21
Meleren: 1d20 + 3 ⇒ (18) + 3 = 21
Oops: 1d20 + 2 ⇒ (14) + 2 = 16

(Everyone makes their save, only taking 1 point of damage.

Round 2c:
BATTLEMAP!
(those bolded may act)

26 Skeleton Red (4 DMG)
24 Cork (28 DMG : -1/27 HP, dying)
20 Skeleton Yellow (4 DMG)
18 Safa (16 DMG : -3/13 HP, dying)
17 Sandokar (3 DMG : 14/17 HP)
14 Zeviss (2 DMG : 8/10 HP)
8 Skeleton Green (4 DMG)
3.2 Oops (1 DMG : 6/7 HP)
3.0 Kyra (18 DMG : 17/35 HP)

Kyra's up!

Dark Archive

Goblin Expert 1 | HP: 7/7 | AC: 14/13/12 | F+1 R+2 W+1 | Init:+2 | Perception: +3 | Active Conditions: None

reflex: 1d20 + 3 ⇒ (10) + 3 = 13

Fallen comrades, I must revive them! Sarenrae hear my call!

channel heal: 2d6 ⇒ (4, 2) = 6

Grand Lodge

Maps: |

Kyra calls for Sarenrae's aid once more, and the Dawflower obliges again, this time breathing life into the cleric and her comrades.

Everyone is healed for 6 hit points, which brings Cork and Safa back to consciousness.

Round 3a:
BATTLEMAP!
(those bolded may act)

24 Cork (22 DMG : 5/27 HP, prone)
20 Skeleton Yellow (4 DMG)
18 Safa (10 DMG : 3/13 HP, prone)
17 Sandokar
14 Zeviss
8 Skeleton Green (4 DMG)
3.2 Oops
3.0 Kyra (12 DMG : 23/35 HP)

Cork is up!

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