GD VI: You Only Die Twice High Tier (Inactive)

Game Master Awenydd83

MAPS

Initiative:
[dice=Dr. Vitruvian]1d20+4[/dice]
[dice=Jaysin]1d20+8[/dice]
[dice=Hikaru]1d20+8[/dice]
[dice=Wizzy]1d20+7[/dice]
[dice=Caduceus]1d20[/dice]
[dice=Vex]1d20+9[/dice]


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Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy moves up and casts grease on Vex, hoping to help him escape the grapple. His continues his inspire as a free action.

"Not much to tell about them more than you have already figured out."

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Vex, covered in grease and lodged in the deadly grip of the blue undead worm, doesn't try to wriggle free as most would expect, and instead stabs out with his dagger trying to dig it deep into the flesh of the monstrosity.

This thing must die! If it has me it can't easily attack anyone else!
"The blue worm is greatly wounded! Focus attacks on it and it may fall!" he calls out, barely able to draw breath in the crushing grip of the giant creature.

Stab: 1d20 + 15 - 2 + 2 + 3 + 1 - 4 ⇒ (2) + 15 - 2 + 2 + 3 + 1 - 4 = 17
Haste Stab: 1d20 + 15 - 2 + 2 + 3 + 1 - 4 ⇒ (5) + 15 - 2 + 2 + 3 + 1 - 4 = 20
Magic Piercing dmg: 1d3 + 11 + 2 + 3 ⇒ (3) + 11 + 2 + 3 = 19
Magic Piercing dmg: 1d3 + 11 + 2 + 3 ⇒ (1) + 11 + 2 + 3 = 17

Attack/Dmg mods:
Piranha Strike -2/+4
Flagbearer: +2 Morale hit/dam/charm saves
Inspire Courage: +3 hit/dam, +3 Morale to fear
Haste: +1 hit, ac, reflex, and a bonus attack with full attack action
grappled(+4 to Dex/-2 to hit)

Since the worm didn't elect to use just it's mouth to grapple(at least I think so, as it would have to take a -20 to it's grapple check per the grab rules.) it gains the grappled condition as well, along with the -4 to dex and -2 to hit. Hopefully that will help me hit with those terribly rolls, though I still doubt it. I sure know they wouldn't have helped me escape the grapple, even with the grease.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Vex: You are correct in your OOC.. I just forgot to mark it on the tracker.

Wizzy, out of concern for his friends dire straights, conjures up a load of grease to coat Vex!

Spitting the grease out of his mouth and rubbing it out of his eyes, Vex instead decides to use this to his advantage and begin slicing at the worm from within its grasp. Despite having the worm all around him, Vex is only able to land one blow!

"Bold May Post"
Dr. Vitruvian- 15 dmg, Grappled

Worms
~Red- 82 dmg grappled
~Blue- 103 dmg grappled
Wizzy
Hikaru
Vex- 29 dmg, Grappled
Caduceus- 59 dmg

Active:
Flagbearer: +2 Morale hit/dam/charm saves
Banner: +2 Resist vs mind affecting
Triple Time: +10' movement
Inspire Courage: +3 hit/dam, +3 Morale to fear
Haste: +1 hit, ac, reflex, and a bonus attack with full attack action

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

*awkwardly nudges DM toward Discussion thread*

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru lashes out at blue, only switching targets to red if blue goes down mid-attack sequence.

to hit w/+1 Cold Iron: 1d20 + 14 + 2 + 3 + 1 ⇒ (9) + 14 + 2 + 3 + 1 = 29
dmg if hits: 1d6 + 6 + 2 + 3 ⇒ (6) + 6 + 2 + 3 = 17

iterative attack to hit w/+1 Cold Iron: 1d20 + 9 + 2 + 3 + 1 ⇒ (2) + 9 + 2 + 3 + 1 = 17
dmg if hits: 1d6 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16

haste attack to hit w/+1 Cold Iron: 1d20 + 14 + 2 + 3 + 1 ⇒ (12) + 14 + 2 + 3 + 1 = 32
dmg if hits: 1d6 + 6 + 2 + 3 ⇒ (6) + 6 + 2 + 3 = 17

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Though the worms seem reluctant to attack him, he readies to parry and riposte should either of them change targets to him.

parry/riposte:

to parry w/+1 Cold Iron: 1d20 + 14 + 2 + 3 + 1 ⇒ (8) + 14 + 2 + 3 + 1 = 28

to riposte w/+1 Cold Iron: 1d20 + 14 + 2 + 3 + 1 ⇒ (7) + 14 + 2 + 3 + 1 = 27
dmg if hits: 1d6 + 6 + 2 + 3 ⇒ (6) + 6 + 2 + 3 = 17


|Ruins |WBGoblins|RotRL| Emerald Spire|

Hikaru reaches over Vex' head with his weapon, lazily slicing into an artery that his keen eyes spy. The worm rears, releasing Vex in its throes of agony before collapsing. After a few more twitches, it ceases to move.

He turns his attention towards the second worm with his next strike, but the thunderous crash of the first worm falling causes him to miss.

Back on solid footing, he once again slashes out with his magically enhances speed and deals a deep wound to the second worm.

"Bold May Post"
Dr. Vitruvian- 15 dmg, Grappled

Worms
~Red- 99 dmg grappled
Wizzy
Hikaru
Vex- 29 dmg, Grappled
Caduceus- 59 dmg

Active:
Flagbearer: +2 Morale hit/dam/charm saves
Banner: +2 Resist vs mind affecting
Triple Time: +10' movement
Inspire Courage: +3 hit/dam, +3 Morale to fear
Haste: +1 hit, ac, reflex, and a bonus attack with full attack action

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Dr. Vitruvian shows unnatural resilience in the face of the clobbering, and fortunately, is still able to reach his explosives....

Spending a round of Healing Touch to regenerate 5 hit points.

Bomb, flag, courage, haste, heroism, targeted bomb admixture vs red: 1d20 + 18 ⇒ (8) + 18 = 26 minus whatever penalties for being grappled
fire damage: 3d4 + 19 ⇒ (4, 2, 3) + 19 = 28


|Ruins |WBGoblins|RotRL| Emerald Spire|

With a deafening explosion, Dr. Vitruvian slays the second worm. He manages to wriggle a small cask out of one of the coils and tosses it towards the back of the worm, trusting that his admixture would prevent any harm to his friends. He counts one. Two. One three, chunks of worm rise up to the ceiling and rain back down upon the embattled Pathfinders as the entire temple shakes once more. The din of battle ceases, the quiet interrupted only by wet meaty splats as the horrid rain continues for a few moments.

OUT OF COMBAT
Dr. Vitruvian- 10 dmg
Vex- 29 dmg
Caduceus- 59 dmg

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"Well that was unpleasant. I hope we don't run into any more worms. I'm beginning to hate worms." Hikaru cleans his blade and sheathes it, maintaining his increased size for a bit longer just in case.

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Vex quickly moves over to Dr. Vitruvian first, using a charge off the wand of infernal healing to start his wounds closing. He then moves over to Caduceus and does the same, followed by using a charge for himself.

While he waits for the healing to do its work, he searches the room for any sign of the book they were sent to retrieve, starting near where the worm that walks was standing.

Perception take 10 =38

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

The paladin take a moment to bless the remains of the former Pathfinder who was transformed into a "worm-that-walks". He calls again on the blessed power of his goddess to purify the remains of everything in the make shift temple.

Selective Oracle Channel: 5d6 ⇒ (1, 5, 5, 5, 2) = 18 Removing the team from the effect.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Hikaru laments the nature of the beasts that has risen up against you, while Vex moves around, making sure none of the intrepid pathfinders are going to keel over just yet.

Meanwhile, Caduceus moves over towards the remains of the Worm That Walks, and attempts to bless and consecrate the area with more holy power. All he finds as he releases the holy energy though, is an empty robe, a quarter staff, and a couple odds and ends worn on the creatures belt. Regardless, he feels better after attempting to assure the spirit of Joktan some rest.

Finished with ministering to his companions, Vex begins to dig about in the rubble looking for the Testament. He finds it in the ruin of the alter, splayed open and much the worse for wear after the explosive entrance of the worms. He carefully lifts it and stows it away. One last look around the room grants no new enemies, and nothing much to interest the party.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"Sounds like we are done here... time to head back perhaps?

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

"Agreed. The sooner I can rid myself of this guise, the better."

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy let's his inspire fade.. "I agree. It will take a week to get this stench off."

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

"Then we are in agreement. It is time to go."

Vex then takes out the coin, looks to the others for final confirmation, and rubs it as instructed to begin the recall process to take them home.

If there is a reason to hold off, chime in. Otherwise, we are out of here! ;)

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru nods to Vex... "I'm ready to return... we have what we came for, I see no reason to delay."


|Ruins |WBGoblins|RotRL| Emerald Spire|

Thats what I was waiting for (the token being activated). There actually is a last part to this, but it translates to absolute rubbish and time wasting in PbP. If you want, I will explain in the discussion thread. Good thing for you though, as there is no chance of being left behind this way!!

Vex takes out the coin and gives it a good rub. It seems to take an eternity.. and actually it does take several minutes.. but eventually the ruin of the destroyed temple begins to fade out, gradually replaced by the room full of mages that you left back in Absalom. As the vertigo and disorientation subsides, you find yourself back in the Grand Lodge with VC Valsin rushing through the door towards you. "Did you get it? Did you find the tome? What about Heth? Any sign of him?" the words tumble from the man before you can even find your feet.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Disappointed to give the news, a despondent Caduceus offers, "Aye, we found him. Unfortunately, he was slain and his spirit corrupted. Thank the Inheritor that his soul is now at rest. We also recovered your tome. No then, if you will please end this vile transformation."

As soon as the party has had their glammars removed, the paladin channels positive energy for nearly half a minute to rid himself of the festering sensation he has felt while under the guise. "I need a bath. Well several really. And a drink. Anyone care to join me?"

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

"As for Heth, it was a tragedy. Because of his magical camouflage, he was slain by Pharasmans when they mistook him for actual undead during a raid of the town. The same thing nearly happened to us." Vex tells Valsin in a detached manner. "They buried his remains but unfortunately it seems he was corrupted none the less and rose again in the form of a Worm-That_walks, which we have since destroyed. I can pinpoint on a map where he was buried, in case he has loved ones that would appreciate the information."

Turning to Caduceus, Vex says with a weary voice, "I will join you, but I must abstain from drinking anything could dull my senses, even when it would be so very welcome after enduring such a transformation as we just did."

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Uncertain, based on the exchange prior to being sent on their quest, of the extent of his future opportunities to do so, Dr. Vitruvian speed-reads the tome as best he can....

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"I'll join you for a drink, my friend, but I'll pass on the bath... I will have a nice shower though... I prefer running water."


|Ruins |WBGoblins|RotRL| Emerald Spire|

While waiting for the transportation token to activate, Dr. V tries to read as much of the text as he can. No bonuses or anything from there that you can use. This was actually one of the old faction missions, but there are no mechanical benefits to it.

Valsin stops short, saddened as Caduceus reports Heth's misfortune. [b"His sacrifice shall be honored and respected." he says sadly. "I appreciate not only the news, but the devotion you showed to your fellow Pathfinder, and I am sure you did all you could. Very well done. Lets get all of you changed back to normal and wrap this business up." Ambrus says. He takes the Testament before leading you over to the mages and the Chalice that transformed you into your current state. After a very short ceremony, you drink from the chalice once more and finally return to yourselves.

The Testament of Geb is sent to the Vaults for safe keeping, after extensive research by some of the most esteemed necromancers of the Spells. A day or so later, you hear rumors among your fellow Pathfinders that Joktan’s body has been found in the Puddles district, the apparent victim of a mugging. He is eulogized in a special ceremony at Skyreach and a section of the Vaults holding a number of necromantic artifacts is renamed in his honor. Venture-Captain Valsin thanks you for your service to the Society and warns you never to speak to anyone of the true fate of Joktan nor of the existence of the Testament of Geb, “for the Society’s sake.”

And so concludes our adventure to the Land of Geb. Thank you all for putting up with me and for joining me on this adventure! I will have all of the admin stuff taken care of shortly and links posted in the discussion tab. Good luck and I hope to see all of you around the boards!

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