Stirrings in the Deep

Game Master Zesdead

Paizo's The Emerald Spire'.

...in which our adventurers explore the Pleasure Gardens.

Party Health
Ea Zalinzel 92/92HP, 3 Hero Points, 1 Blessing of Pharasma
Yasmin al Akbar 74/74HP plus 2THP, 3 Hero Points, 1 Blessing of Nethys
Rallos Therinor 77/83HP, 3 Hero Points, 1 Blessing of Asmodeus
Titania Thrune 94/94HP, 2 Hero Points
Murassa Sonvar 66/66HP, 3 Hero Points

Maps
The Emerald Spire - Level 13
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


2,651 to 2,700 of 6,321 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

I am on it...

Rallos looks for the switch/ttigger for the blades.

perception: 1d20 + 11 ⇒ (5) + 11 = 16


After setting a trap, Rallos heeds Ea's suggestion...

Near the black and red levers on the west wall, Rallos finds a latching mechanism - releasing the bolt within the latch, the spinning blades suddenly decelerate and, after a few seconds, drop back into the floor. Examining further, Rallos takes the conservative approach and latches the bolt in it's new position.

The spinning blade trap is now disarmed


Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
Crag:
HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

"Nice work, Rallos!" Yasmin finally enters the room and checks out the remaining dormant automatons. She checks for signs of magic and to see if she can discern strengths and weaknesses of these creatures. Detect magic.


M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • "Nice work indeed." Gray looked to the scratch the spinning blades left on his shield, then looked at the nasty wound it inflicted upon Ea. "What other nasty traps lie in store for us? That foul wizard is a maniac!"

    Grayface reached down to the broken automatons and fished out a couple of cogwheels. He slipped them onto his leather necklace along with the others and retied it back around his neck.

    GM what is that large mechanical rectangle 'thing' in the room? (the wizard was adjacent to it)


    Grayface - the large rectangular object is a workbench with various Emerald Automaton components across it.

    It might have come into play as cover during the fight but Yasmin's Freezing Arc kind of ignores things like cover!!!


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Was there nothing magical in the room?

    "Okay, once we heal up, we can figure out how to open that secret door!"


    Yasmin - there are transmutation auras, as you have seen nearly everywhere in Klarkosh's lair, across nearly all of the surfaces of this room...


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea nods.

    Come closer my friends.

    Channeling: 3d6 ⇒ (5, 3, 6) = 14


    As Ea heals everyone and the exploration of the room commences, there is a sudden creaking and clanking to your east – the red lever in the panel near to the latching mechanism for the spinning blades suddenly clanks into a ‘down position’ whilst the black lever, installed next to the red lever, crunches to an ‘up position’.

    Pertreeko shouts out in alarm that the way backwards is not blocked off – a second curved wall of bronze having slid into position where the corridor had once been.

    Exploring the room further, there is little of value beyond the guisarmes and longswords previously wielded by Klarkosh’s automatons. There is a door to the north, in the north west corner of the room, and somewhere in the western wall, the secret door that Klarkosh escaped through…

    Lever Positions: Red ‘Up’ / Black ‘Down’


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Thank you for the heals Ea.

    GM - May I assume you meant the opposite of "Lever Positions: Red ‘Up’ / Black ‘Down’" ? Your narrative seems to contradict this.

    GM - are any of the weapons of masterwork quality? Do the longswords have scabbards?

    Grayface picked up guisarme and looked over the craftsmanship. It seemed serviceable enough, though it was a bit large and cumbersome. Thinking further, he set it upon the shop table and instead picked up a longsword. This may come in handy if something were to happen to Gorloth's Edge.

    Turning suddenly as the self-moving levers sounded out, the warrior went on full alert.
    "What the devil?!" He brandished his bastard sword, ready for any coming combatants. When the wall movement ceased and no apparent foes presented themselves, the fighter relaxed a bit.

    "That must be the wizard's foul play. What is he up to?"

    Grayface moved to the levers and pulled them both, one at a time, into a 'neutral' position.


    Grayface - thanks for the correction, it is indeed: Red 'Down' / Black 'Up'

    As Grayface tries to move the levers, he finds them locked firmly in position - pulling them harder, the only thing he manages to achieve is slightly bending the metalwork...

    The swords and the guisarmes are both mundane / non-masterwork weapons... nor are there any scabbards.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "Charming - I guess there's no turning back now. Perhaps it's time we try to find that secret door?" Yasmin studies it carefully. Perception Take 20 = 22


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Aye, we should be after that madman.

    Rallos joins Yasmin in looking for the door, after he disarms his trap.

    taking 20...29 total


    Examining the wall where Klarkosh escaped, it doesn't take too long to discover the movable brick that triggers the opening of the door - a seam in the wall opens and a small secret room is revealed. The room is featureless other than a door to the west...cautiously checking it, Rallos opens it to discover what appears to be a trophy room.

    A variety of artwork and keepsakes are displayed on the walls of this chamber: a tapestry depicting a royal court, an oddly melted lump of iron on a pedestal, a fine heavy mace hanging on the wall, and a broken staff lying on another pedestal.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea studies what Klarkosh left, carefully, hoping to discover anything useful.

    Then she touches the automatons, to identify their weaknesses for future references or fights

    Lore keeper: relevant Knowledge 23


    Ea – the automata are magically powered and, without the arcane energies that power them, would be significantly compromised in their ability to fight. Furthermore, as you have already seen, when these automata are subject to damage they are prone to electrical leakage and high energy arcs surrounding the machine can harm nearby combatants.

    There is nothing else of note within the main room where you fought the automata and Klarkosh…

    Are you moving through to Klarkosh’s Trophy room? Examining the items there?


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "These trophy items don't look like much, do they?"

    Yasmin inspects the items in the trophy room for anything magical.

    -Posted with Wayfinder


    Yasmin - Seeping from the Heavy Mace mounted upon the wall, a moderate evocation aura wreaths the head of the weapon in unseen blue flame… And, as everywhere else in Klarkosh’s maze, the transmutation aura within the walls, the floors and the ceiling…


    There are three obvious exits from the 'Trophy Room', a double door to the south, a single door to the north and back the way you came - through Klarkosh's secret doors and back into his workshop....


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "This looks to be magical. Can anyone use it?" says the sorceress as she reaches for the mace. Yasmin tries to identify what it might be. Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16. She gives it to anyone who would want to claim it.

    "Why don't we try this door to the north?"


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I'm sure Ea could use something new to bash skulls with. North sounds good to me.

    Rallos heads to the door, checking it for traps and sounds neyond.

    perception: 1d20 + 9 ⇒ (4) + 9 = 13+2 for traps


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface raised an eyebrow at the sorceress' claim that the mace had intrinsic magic. The fighter once knew a mercenary who owned a blade that could wreath itself in lightning, severely jolting whoever was unlucky enough to be on the wrong side of its business end. He had coveted the blade. He could feel similar feelings arise inside him now, though his pragmatism reminded him of his intense training with the hand-and-a-half sword, otherwise known as the bastard sword. Though he was skilled with the use of nearly any weapon, he truly excelled with his own choice of blade. Thus he decided that this particular treasure would best go to someone else - someone more deserving.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • GM Zed wrote:
    There are three obvious exits from the 'Trophy Room', a double door to the south, a single door to the north and back the way you came - through Klarkosh's secret doors and back into his workshop....

    Which way to go..1=North, 2-South: 1d2 ⇒ 2

    "Let's try these double doors," the large fighter said, pointing to the double doors.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    You're right, Rallos, I could use a magical mace. But I 'd like to know what it can do...

    Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    well it is rather simple....just apply the big heavy part to whatever it is you want to smash. Rallos says with a wry grin.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I'll follow your advise, o wise one..

    She answers with a sly smile too


    Ensuring that there is no risk of being attacked from the rear, Rallos listens at the door in Klarkosh’s workshop – as far as he is able to tell, there are no sounds coming from beyond the door and, suitably reassured, he follows his compatriots into the Trophy Room.

    Whilst Rallos is exploring, Yasmin takes the heavy mace from the wall in Klarkosh’s room of trophies – the leather bound hilt of the mace is well worn whilst the heavy head of the weapon feels unnaturally warm to the touch - examining the weapon in detail neither Ea nor Yasmin are able to determine it’s function…

    It is a DC25 Spellcraft Check to identify the properties of the Heavy Mace – it may be used as a mundane Heavy Mace in the meantime but you will need a successful check to deduce how to activate it’s powers

    With the rest of the ‘trophies’ ignored by the party, Grayface pushes open the double doors to the south – revealing a corridor that heads southwards for a few feet before turning east and ending at yet another curved brass wall… Seemingly at a dead end, the friends move back into the Trophy Room and, after checking for noises, open the door to the north…

    …revealing a narrow winding corridor with three doors:

    • A heavy wooden door to the east,
    • a wooden door, that feels strangely warm, heading south just after the corridor turns to the west and
    • a door to the north.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos checks the door to the south.

    This is in an odd spot...

    perception: 1d20 + 11 ⇒ (11) + 11 = 22

    Rallos quickly checks for a trap and opens the door while his friends have cover around the corner.


    The walls of the small room that Rallos discovers are covered in ancient-looking tiles of gold, green and blue, although many are cracked, chipped or entirely missing. A shallow pool of clear water fills the southern half of the chamber, steaming with warmth. Robes and towels hang on pegs by the door, and a tin bucket on the floor near the pool is filled with blocks of dark clay. There appear to be no other exits from this room.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Yasmin, could you check these please....i am not sure if these could hold a residual magic or not.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "It looks like a hot springs to me. Quite pleasant." Yasmin checks for magic just in case, though she has found such magics everywhere.

    Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6 lol


    Yasmin looks to see whether there are any unusual auras within this room - beyond the transmutation aura that she has seen everywhere, she detects nothing. A more detailed look around the room reveals that there are two blocks of clay lting in the bottom of the shallow pool.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "Hm, I wonder if something happens when one of these blocks of clay are put inside the pool?" Maybe we can try it from a safe distance She points to one of the blocks and tries to will it into the pool.

    Mage hand to place a block of clay into the water, if it weighs 5 pounds or less.


    One of the dark blocks floats through the air before landing in the water with a gentle splash - there is a sudden puff of steam as the block hits the water and, for a few seconds, the water around the block bubbles furiously...

    ...after those first seconds, everything returns to 'normal'.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "Ooh, bubbly. Klarkosh did a pretty good job here with this hot tub." Yasmin is amused, but is ready to move on. She checks out the door to the north, ready to move on. Perception: 1d20 + 2 ⇒ (20) + 2 = 22


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • The fighter watched the odd reaction of the block in the water with curiosity. He saw similar phenomena at the alchemist's shoppe back at the fort where he bought his potion of giant growth. Enlarge Person This room seemed little more than a novelty at the moment, though he felt there must be some missed significance.

    Out of ideas, he stood around uncomfortably while his more attentive and skilled friends tried to make heads or tails out of the area. He spent the time adjusting the straps on his breastplate and wiping smudges from his finely-crafted shield.

    Next room? Anything more here of interest?


    Listening at the door to the north, Yasmin hears very little beyond a gentle ticking noise… so, cracking the door open no more than a few inches, she peers in to the room beyond.

    A padded chair stands on a low dais at the eastern end of this room. A large emblem made from hammered brass hangs on the wall behind the chair, depicting an automation’s head between interlocking gears. The remaining walls are draped with blue- coloured tapestries, except in the northeast corner, where a curving wall of green crystal intrudes into the chamber—the Emerald Spire. On the northern wall is a control panel with one black lever. Two doors exit through opposite sides of a small nook to the southeast.

    A pair of seven-foot tall automatons armed with polearms stand guard in the chamber. Eerie green light flickers in the joints of their armour but, as yet, they seem to be inert.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I hope we'll find Klarkosh and put an end to his heresy..

    Ea was vigilant, and tries to find traces of Klarkosh's passage

    Perception: 1d20 + 3 ⇒ (20) + 3 = 23
    I just remembered I had Survival, can it be used to track the half mad, half machine and totaly mad Klarkosh indoors? (traces of bloodbits of charred flesh and so on)
    Survival: 1d20 + 7 ⇒ (6) + 7 = 13


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos puts his hand up, indicating for his friends to hold their step.

    those things haven't moved. I do not know if they are activated by a switch or they can sense us themselves. Any ideas?


    Ea – there are a few spatters of relatively fresh blood on the floor within the corridor leading up the door that has just been opened… It seems reasonably likely that Klarkosh escaped through this way.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    We must not let him escape. Be quick!

    Ea walks toward the door, keeping an eye on the two automatons


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "This just HAS to be a trap," insists Yasmin. She tries to understand the glowing automatons. detect magic spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

    -Posted with Wayfinder


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • With a nod at Ea's bidding, Grayface raised his weapon and moved to attack, hoping to take the automaton's by surprise.

    Charge! vs #2: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
    Damage: 1d10 + 12 ⇒ (10) + 12 = 22, blam!

    Current AC 21


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea rolls her eyes when Grayface attacks the automatons

    Not what I had in mind.. I should have chose my words more carefuly maybe?


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I think there is a matter of miscommunication here. I don't think that is what you meant, right Ea? We should go help him regardless, right?

    Rallos moves to support Gray, swinging his mace at the contruct.

    attack: 1d20 + 7 ⇒ (18) + 7 = 251d6 ⇒ 4

    I should have asked this before I attacked, but are the automatons more like the clockwork ones, or the ones with meat and plates?


    Rallos – the Automatons are exactly the same as the ones you fought whilst Klarkosh was blasting at you with his Numerian pistol

    Grayface crashes into the closest of the two automatons and, swinging his sword upwards, manages to land a telling blow before the machine can react.

    17 damage after DR5/Adamantine

    Rallos also runs into attack, his mace finding it’s target with a resounding (and satisfying) ‘clang’…

    Rallos, the automaton is very much ‘flat-footed’ so you also get Sneak Attack: 3d6 ⇒ (5, 1, 1) = 7

    Total of 6 damage from Rallos after DR5/Adamantine

    GM Only:
    Emerald Automaton 1 = 47/47HP, Emerald Automaton 2 = 24/47HP

    Quickest to react to the sudden escalation in violence, Pertreeko summons a flaming glob of burning tar from nothingness – throwing it at the automaton which has not yet been attacked, he misjudges and ends up smearing the scorching oil against the southern wall of the room where it extinguishes harmlessly…

    Sparking into life, the Automatons start to swipe at Rallos and Grayface with their swords – jerky motions belying the strength behind the attacks…

    Initiative Order for Party / Enemy

    Initiative for Party and Enemy

    Rallos, Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
    Grayface, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
    Pertreeko, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
    Ea, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
    Yasmin, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

    Emerald automatons, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

    Initiative Order
    Pertreeko then
    Emerald Automatons then
    Grayface, Ea, Yasmin and Rallos.

    Pertreeko, Tar Ball vs Emerald Automaton 1 (Ranged / into Melee): 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4, missing

    Emerald Automaton 1, Longsword vs Rallos: 1d20 + 10 ⇒ (17) + 10 = 27, hitting for 1d8 + 5 ⇒ (8) + 5 = 13
    Emerald Automaton 1, Slam vs Rallos: 1d20 + 5 ⇒ (5) + 5 = 10, missing

    Emerald Automaton 2, Longsword vs Grayface: 1d20 + 10 ⇒ (18) + 10 = 28, hitting for 1d8 + 5 ⇒ (8) + 5 = 13
    Emerald Automaton 2, Slam vs Grayface: 1d20 + 5 ⇒ (6) + 5 = 11, missing

    Everyone may take their turn now


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin comes in and fires a blob of acid at the other automaton! Acid Splash: 1d20 + 4 ⇒ (11) + 4 = 15; Damage: 1d3 + 2 ⇒ (1) + 2 = 3


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Gray, attack then move back a few feet. That way I can get behind it.

    Rallos stabs at the automaton.

    attack: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 1 ⇒ (4) + 1 = 5

    step back 5 ft


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea moves inside the room, and braces herself for the fight

    Total defense


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Not liking how skilled these things were with a blade, Gray kept himself focused on defense while he looked for opportunities to attack. Right after a side-stepped incoming strike, the fighter stepped forward and swung down heavily.

    Vs #2, defensively: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
    Damage: 1d10 + 8 ⇒ (10) + 8 = 18

    AC 26

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