An Ancient Evil

Game Master Celestial Healer

The kingdom of Leyland is in the midst of change. New technology and new social structures are taking the place of the old ways. In the midst of this, an ancient evil is awakening and threatening this prosperous nation. It falls upon a band of heroes to face this menace.


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FYI - if your name is bolded, feel free to act. I do that to keep things moving.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia takes a step away from the horror and chucks another firebomb at it.

Step to I11. Ranged touch bomb on icky thing. Using precise bombs to exclude self, Jerry, Caladral, and Smitty from the splash.

Ranged Touch atk bomb w/mutagen: 1d20 + 9 ⇒ (6) + 9 = 15
bomb dmg, fire: 2d6 + 4 ⇒ (1, 2) + 4 = 7


Male Elven Spellslinger 4 AC 12 HP 23

Am I able to take any actions while confused?


Faenor NoName wrote:
Am I able to take any actions while confused?

You have to roll percentile dice.

Confused


Male Elven Spellslinger 4 AC 12 HP 23

confusion: 1d100 ⇒ 4


Male Elven Spellslinger 4 AC 12 HP 23

Faenor flips his gun up, temporarily in control of his faculties. he screams

LARCÀLA!!

He fires a bolt of lightning at the babbling aberration

Bolt: 4d6 ⇒ (3, 2, 5, 5) = 15

DC 15 reflex for 1/2 dam


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Caladrel completes summoning his creature. A small flaming serpent shaped creature appears next to the speaker. augmented small fire elemental at k10.

The fire elemental attacks the speaker. attack: 1d20 + 6 ⇒ (19) + 6 = 25, damage: 1d4 + 2 ⇒ (3) + 2 = 5, plus burn damage, dc 11 reflex save: 1d4 ⇒ 2 for 1d4 ⇒ 3 rounds.


Reflex vs lightning: 1d20 + 4 ⇒ (7) + 4 = 11

Reflex vs fire elemental: 1d20 + 4 ⇒ (2) + 4 = 6

I'm curious what the rules say about being on fire twice...

Sylvia's bomb, Faenor's Lightning bolt, and the fire elemental's slam all take their toll upon the Speaker.

Trina jabs at the thing with her glaive. 1d20 + 7 ⇒ (20) + 7 = 27
Speaker is immune to crits and precision damage.
1d10 + 4 ⇒ (7) + 4 = 11

It is a solid blow, but it appears that piercing weapons may not be the most effective against this enemy.

The blinded gunslinger knows better than to fire his weapon under these circumstances and does little more than try to orient himself.

Professor Hinzackle steps away from Jerry expends another alchemical mixture. He becomes shrouded in surging electricity.

Spellcraft DC 12:
This is a defensive shock extract.

MAP

Jerry (on fire)
Speaker (on fire)
Faenor
Smitty (blinded 2 rounds)
Trina
Sylvia
Caladrel (and elemental)
Hinzackle (it's electric)


46/46, AC 11

Jerry sweeps at the amorphous creature as it oozes past him, the smoke from his own burning clothes get in his eyes and the dull pain of the heat slow his senses. Before him the Professor seems to glow with electricity and Jerry suddenly agrees with Caladrels' assessment of the unnatural things that go on at the university.

For a moment he thinks of grappling the professor and tumbling on the floor, to put flames out & get the misguided scholar out of the way - however wanting not to burn him and the crackling field that surrounds him; put paid to such notions and Jerry drops his sword and rolls on the ground.

Fire Damage: 1d6 ⇒ 4
AoO (To glob): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15; Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Drop Sword
Take a 5' step to I8
Std: Drop to floor & Extinguish flames Ref Save: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10


46/46, AC 11

Apologies. It should be a +2 (under alchemist listing) rather than the +4 under the on-fire condition, since that includes cloaks & possibly other people.

On fire section wrote:
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Or do I need a second save to see if I keep 'on-fire'?


My read of catching on fire is that flaming characters get an automatic save on their turn to see if the fire goes out. If it doesn't and they take an extinguishing action, they get a second save with a bonus as a result of that action. If they take a non-extinguishing action (like grappling an Electric Gnome), they get no second save on that turn. Is that how you read it, CH? But I don't know why Explosive Bomb has a different bonus (+2) to the save vs Catching on Fire (+4).

I'm interested because setting things on fire is kind of Sylvia's shtick. She must have idolized Hinzackle in school.


I am going to rule that being on fire from multiple sources does not stack. And I agree on the free save.

Since Jerry spent an action extinguishing, he can have an extra save.

Speaker save: 1d20 + 4 ⇒ (6) + 4 = 10

The amorphous creature sends another steam of acidic spittle, this time at Sylvia.

Ranged touch: 1d20 + 6 ⇒ (6) + 6 = 12 If that hits, you must roll DC 18 Fort save or be blinded 1d4 rounds.

The creature, still babbling, unleashes its full fury upon Caladrel.

Bite: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 ⇒ 3
Bite: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 ⇒ 2
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 ⇒ 2
Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 ⇒ 2
Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 ⇒ 4
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 ⇒ 4

It attempts to latch onto Caladrel. Grab vs CMD: 1d20 + 7 ⇒ (18) + 7 = 25

Since the voices are continuing, Faenor must make another DC 13 Will save or be confused another round. (Everyone else made a save, and once you save once you are immune for 24 hours.)

MAP

Faenor (save vs confusion)
Smitty (blinded 2 rounds)
Trina
Sylvia
Caladrel
(grappled) (and his elemental)
Hinzackle (electric)
Jerry (on fire)
Speaker (on fire) (in grapple)


46/46, AC 11

Burn Baby Burn: 1d20 + 3 ⇒ (4) + 3 = 7

Well looks like the dice are the only things not on fire.


Faenor Will: 1d20 + 7 ⇒ (7) + 7 = 14

Faenor manages to shake the effect of the many voices, while Smitty continues to thrash about blindly.

Does someone want to take Faenor's turn? Or Trina's for that matter? Sylvia and Caladrel are also up.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Trying to figure out what to do for Trina and Sylvia. With Caladrel grappled, he'll be hit with any bombs or splash weapons hucked at the Speaker, right? :( Trying to figure out inquisitor, too. Never played one. It's ucky.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}
Sylvia Pari wrote:
Trying to figure out what to do for Trina and Sylvia. With Caladrel grappled, he'll be hit with any bombs or splash weapons hucked at the Speaker, right? :( Trying to figure out inquisitor, too. Never played one. It's ucky.

I have played an inquistor. I'll post Caladrel and Trina's action at lunch time today.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Trinia fires her pistol at the Speaker. bang: 1d20 + 5 ⇒ (1) + 5 = 6, damage: 1d8 ⇒ 3 However, with all of the commotion, she can get a clear shot and misses badly.

Caladrel begins chanting. His body begins to contort and he changes into an otter. He tries to squirm his way free. escape artist: 1d20 + 4 ⇒ (10) + 4 = 14


You can still direct your summoned elemental if you wish.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

oops forgot her.

The fire elemental strikes again. attack: 1d20 + 6 ⇒ (17) + 6 = 23, damage: 1d4 + 2 ⇒ (1) + 2 = 3


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Faenor:

Will save vs confusion: 1d20 + 7 ⇒ (8) + 7 = 15
If still confused: 1d100 ⇒ 97

Ruh-roh. Hope he saved.

Sylvia:

Sylvia absent-mindedly dodges the stream of spittle from the mouthy thing.

"Everything's on fire and it's not my fault," the elf wails, taking a stab at the horrid creature.

Rapier attack and move to K9 to see what's happening in the next room. Sylvia is nosy.

Rapier atk: 1d20 + 7 ⇒ (4) + 7 = 11
dmg: 1d6 ⇒ 4


Male Elven Spellslinger 4 AC 12 HP 23

Sorry I've been distracted by vacation. Thanks for the save Treppa. I believe that works

Faenir shakes the slithering voices from his skull, anger making his eyes flash green fire

"Back to whatever foul pit spawned you, abberation!"


Male Elven Spellslinger 4 AC 12 HP 23

Casting

Scortching ray

1d20 + 4 ⇒ (14) + 4 = 18

4d6 ⇒ (2, 2, 4, 4) = 12

Ranged touch attack


Faenor, do you have Precise Shot? There should be a -4 penalty for shooting into melee, but I don't see your feats listed to know. It hits he touch AC even if it's a 14, but it made me curious nonetheless.

Between Faenor's fiery ray and the fire elemental's slam the Speaker sputters and sinks into a mass upon the floor, still smoldering in places.

"What have you done?!" Hinzackle cries. He hurls another of his bombs at Faenor.

Touch: 1d20 + 7 ⇒ (16) + 7 = 23
3d6 + 3 ⇒ (5, 3, 1) + 3 = 12 acid damage. Plus 1d6 more acid damage in 1 round.

Caladrel, Trina, and Smitty take 6 acid damage from the splash. DC 15 Reflex for half.

Trina save: 1d20 + 2 ⇒ (15) + 2 = 17
Smitty save: 1d20 + 8 ⇒ (11) + 8 = 19

Jerry (on fire)
Faenor
Smitty
(blinded 1 round)
Trina
Sylvia
Caladrel
(and elemental) (otter form)
Hinzackle (electric)

MAP


Male Elven Spellslinger 4 AC 12 HP 23

No sorry. Spell focus and spell specialization are my two feats


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia dashes into the next room and is dismayed to see Jerry still on fire and rolling around on the floor. "Way to roll, Jerry! Extinguish yourself and help me with Laveness! Professor, stop it! That thing was a monster!" she screeches in dismay. Slipping another vial from her bandoleer, she hurls it at the professor. It bursts in a shower of prismatic shards which scatter over the professor and the floor.

Moving to I7 and throwing shard gel at Hinzackle.

Ranged Touch for shards: 1d20 + 9 ⇒ (7) + 9 = 16
piercing dmg if hits: 1d4 ⇒ 1
If miss: 1d8 ⇒ 1 Per throw splash weapon

Plus caltrops around Hinzackle for 5 rounds.


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

The fire elemental looks for the next foe threatening its allies and goes to attack Professor Hinzackle. Move to k7 attack: 1d20 + 6 ⇒ (3) + 6 = 9, damage: 1d4 + 2 ⇒ (4) + 2 = 6 + burn damage (DC 11 Relflex Save): 1d4 ⇒ 2 for 1d4 ⇒ 4 rounds.

Caladrel transforms back into self and follows Sylvia into the room.

Move to J8


46/46, AC 11

Ref Save for Fire: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 ⇒ 1

Too busy with the continuing fire than engulfs him, Jerry continues to roll on the floor. However it's all for naught and the alchemical fire of the professors really seems to have caught hold - however what it makes up in persistence it lacks in ferocity, thus the opposites of Sylvia's accidents.

Rolling Ref Save: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14


Trina rushes into the room and tries to tackle Hinzackle.

1d20 + 6 ⇒ (3) + 6 = 9

The wily gnome manages to evade her grasp. Meanwhile, Smitty does his best to follow the sounds of commotion without tripping over the smoldering aberration.

Faenor is up.


Male Elven Spellslinger 4 AC 12 HP 23

This is going to seem a bit strange, but I am running low on options. I am FE on the map, yes? If so I am going to try and tackle Hinzackle to immobilize him

Faenor leaps after the gnome, arms wide

CMB: 1d20 + 2 ⇒ (19) + 2 = 21


FE is fire elemental, but you can easily move adjacent to Hinzackle and then grapple.

2d6 ⇒ (1, 3) = 4 (electricity damage to Faenor)

Faenor receives a shock from the electrified gnome for his trouble, but he grits his teeth and tackles Hinzackle all the same.

Shrieking and thrashing about, Hinzackle struggles to get free.

1d20 + 3 ⇒ (3) + 3 = 6 escape artist

You are all up again, and can try to pin or tie up Hinzackle per the grapple rules. Assuming Faenor maintains the grapple, he gets another shock this round:

1d6 ⇒ 5

Edit: I forgot, on his turn Faenor also would have taken 1d6 ⇒ 3 residual acid damage from the last bomb.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Criminy, criminy." Sylvia dashes into the lab in a panic, searching for the firkin of water or sand that is generally kept for the purpuse of emergency extinguishing of alchemical mishaps, intending to race back to Jerry and douse the flaming noble. "I'd be expelled for this if I wasn't already."


Yes, there are vessels of water available for that purpose in the lab. You can use one to extinguish Jerry.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia does so, posthaste.


Male Elven Spellslinger 4 AC 12 HP 23
Celestial GM wrote:

FE is fire elemental, but you can easily move adjacent to Hinzackle and then grapple.

2d6 (electricity damage to Faenor)

Faenor receives a shock from the electrified gnome for his trouble, but he grits his teeth and tackles Hinzackle all the same.

Shrieking and thrashing about, Hinzackle struggles to get free.

1d20+3 escape artist

You are all up again, and can try to pin or tie up Hinzackle per the grapple rules. Assuming Faenor maintains the grapple, he gets another shock this round:

1d6

Edit: I forgot, on his turn Faenor also would have taken 1d6 residual acid damage from the last bomb.

Well, that finishes him. -1

The electricity of the gnome shocks Faenor. He stiffens and slumps to the floor.

At -1

stabilize: 1d20 ⇒ 10


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Caladrel's fire elemental attacks one more time before disappearing.

attack: 1d20 + 6 ⇒ (16) + 6 = 22, damage: 1d4 + 2 ⇒ (1) + 2 = 3, if it hits then its 1d4 ⇒ 1 burn damage for 1d4 ⇒ 2 rounds.

Caladrel watches as Faenor falls unconscious trying to grapple hinzackle. He tries to take Faenor's place and grabs for the gnome. cmb to grapple: 1d20 + 1 ⇒ (4) + 1 = 5

HP:17/25


"Get away from me!" the professor shrieks as he lobs another bomb, this time at Caladrel.

Ranged touch: 1d20 + 7 ⇒ (19) + 7 = 26
Explosive bomb damage: 3d6 + 3 ⇒ (3, 5, 4) + 3 = 15

Sylvia, Faenor, Jerry, and Trina take 6 splash damage. DC 15 Reflex save for half. Faenor cannot save. Caladrel is on fire and will take 1d6 damage per round until extinguished.

Jerry
Faenor
(dying)
Smitty
Trina
Sylvia
Caladrel
(on fire)
Hinzackle


Trina save: 1d20 + 2 ⇒ (4) + 2 = 6

Trina rushes to Faenor who is freshly wounded and dying once again. She produces a healing wand to stabilize and heal him.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

I don't mind posting for Smitty again, just let me know what you want him to do. He is no longer blinded, so he can shoot, but that will be lethal damage.

MAP


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

I think it's about time we start doing some lethal damage.
Caladrel is nearly incinerated by Hinzackle's bomb. He looks through the flames to find another bucket of water. He rushes over to it and douses himself to extinguish the flames.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Agreed. Posting in a bit.


Male Elven Spellslinger 4 AC 12 HP 23

Yeah f&$k this gnome

Faenor breathes in convulsively as Trina heals him

He aims his pistols at the diminutive crazy gnome

"You just worked my last good nerve, sir" He says in an icy tone

His pistols bark, firing at Hinzackle with cold lead rather than spells

1d20 + 4 ⇒ (18) + 4 = 221d8 ⇒ 5

1d20 + 4 ⇒ (6) + 4 = 101d8 ⇒ 8


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

REF save: 1d20 + 7 ⇒ (14) + 7 = 21 3 dmg, 28-3=25

"PROFESSOR, THAT'S IT! I have had it with you!" Sylvia pulls another tube from her bandolier and hurls it at the professor.

RT bomb w/mutagen: 1d20 + 9 ⇒ (17) + 9 = 26
Precise bomb - exclude Laveness, self, Feanor, Caladrel.
fire dmg: 2d6 + 4 ⇒ (5, 4) + 4 = 13
DC 16 REF or on fire 1d6/round


46/46, AC 11

Fire Damage: 1d6 ⇒ 3

Despite rolling on the floor, Jerry pauses for a second. "Don't kill the deluded professor! Think of the students!"

Reflex (fire naturally dying): 1d20 + 3 ⇒ (1) + 3 = 4
Ref (Rolling Save): 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23


"Aye, I think the students will be better off," Smitty says as he blinks his eyes to see clearly. He aims his firearm at the professor.

1d20 + 9 ⇒ (16) + 9 = 25
1d8 + 1 ⇒ (6) + 1 = 7

Blasted by Sylvia's bomb and now sporting two bullet wounds, Professor Hinzackle slumps to the floor unconscious.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}
Jeremiah "Winterbloom" Roberts wrote:

[dice=Fire Damage]1d6

Despite rolling on the floor, Jerry pauses for a second. "Don't kill the deluded professor! Think of the students!"

[dice=Reflex (fire naturally dying)]1d20 + 3
[dice=Ref (Rolling Save)]1d20 + 3 + 4

Jerry, I think I extinguished you upthread.


That is true. Caladrel is on fire, but you can take care of that easily outside of combat.


Hinzackle continues bleeding on the floor, while Professor Laveness lolls about without any apparent awareness of her surroundings.


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F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Criminy, people, move! Extinguish that elf! Staunch the gnome! Rouse the other elf! Do I have to do everything?" Skirting the messy Speaker on the floor, Sylvia grabs more water to extinguish Caladrel. "We're running out of emergency carboys."


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

After the fire is extinguished, Caladrel moves to Hinzackle to stabilize him until the others can tie him up. heal: 1d20 + 8 ⇒ (20) + 8 = 28

He then moves to Professor Laveness to examine her. First he checks her condition to determine the best course of action. heal: 1d20 + 8 ⇒ (16) + 8 = 24

If shaking her gently is enough to bring her to alertness, he will do that and reassure her that she is safe.

Finally, Caladrel will take out his wand of cure light wounds and heal himself, Jerry and who ever else is need.

Caladrel healing: 1d8 + 1 ⇒ (7) + 1 = 8
Jerry healing: 1d8 + 1 ⇒ (5) + 1 = 6
Jerry healing: 1d8 + 1 ⇒ (4) + 1 = 5
Jerry healing: 1d8 + 1 ⇒ (7) + 1 = 8
Jerry healing: 1d8 + 1 ⇒ (3) + 1 = 4
Jerry healing: 1d8 + 1 ⇒ (4) + 1 = 5
Jerry healing: 1d8 + 1 ⇒ (7) + 1 = 8
Jerry healing: 1d8 + 1 ⇒ (2) + 1 = 3


Male Elven Spellslinger 4 AC 12 HP 23

I'm a bit down on hp if anyone has a cure or two


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

After healing Jerry, Caladrel notices that Faenor is still injured. He uses his wand to help.

clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (2) + 1 = 3

let me know if you need more healing

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