GMDrP's PbP Gameday V Serpent's Ire (8) (Inactive)

Game Master DrParty06


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Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Are the trio of vats described the ones straight ahead of us on the map? And is the cackling coming from the door beyond them to the south, or off to the east?

If the former... Shohiraj stands stunned for a moment at the horrific screaming and sights coming from the vats beofre her eyes quickly follow the path of the containers to the sleepers bound to their beds.

The rogue hurries forwards, trying to make sense of the contraptions before them. "Gods! R, what are these things? What are they doing to them?"

Shohiraj will, for the moment at least, be trying to figure out a way to cut off whatever's drawing power or something from the sleepers. Could that be through a Knowledge check, or a Disable check?


Zurnzal follows The Pro into the room, then looks to the east. We may have some company... though I'm not sure how to describe it.

I'll use my standard to move again, back toward where I came from.


Doppelganger

Thestils observes the scene before with cold calculating eyes before whispering:"Let's wake one of these prisoners... He could have useful information for us on where to find this complex's leaders" so saying thedoppelganger moves near one of the strapped down prisoners, and without releasing the bindings, starts to wake him up...


Bluerise Maps

The cackling is coming from the southeast door. The vats are the blue circles. You can attempt to disable the machinery with a full-round action Disable Device or Knowledge(arcana or planes) next to a vat. Patients can be awakened with a Heal or Intimidate check. You also don't think the patients would fight back if you tried to kill them.


Doppelganger

Intimidate check: 1d20 + 4 ⇒ (13) + 4 = 17

"Hey you! Wake up" says Thestil shaking up one of the sleepers...


Map!

"Maybe this is their Project Liavara?" Eramay suggests, referring to the report that Rataji found earlier. "These sleepers are their nightmare subjects?" Eramay posits, double-moving to get a view of the eastern door. "And next door is their main lab? Thrice sworn by Aroden's mercy, let's teach these traitors just who they've messed with."

Grand Lodge

Rataji the Disgraced

"I would not touch anything until we know what it does. He could be setting traps for us."

With that said Rataji cast invisibility on himself and moves through the room to see where the laughter is coming from.


Bluerise Maps

Thestil is unsuccessful at waking the patient.

The remainder of the party moves into the room either invisibly or not.

Southern Lab Description:
The larger laboratory is a cathedral forged in the name of science, with an arched ceiling that soars to a height of fifty feet. The room constricts near the middle where a low, stepped platform formally partitions the two halves. To the north, a narrow metal walkway hugs the walls about five feet above the open workspace. To both the east and west, the walkway terminates in twenty-foot ladders that lead to higher observation decks. Easily three labs’ worth of tables, shelves, and other heavy equipment hovers thirty feet off the floor, suspended by chains Represented by the colored boxes in Roll20. Beyond to the south, lies a circular, elevated platform with a curving set of stairs.

Standing on the far side of the lab is a strange spider-like humanoid creature connected to sundry wires and conduits that run from a device on his head to an unseen place elsewhere in the lab. He casts a spell on himself. Behind him on the large circular platform, is a gigantic shifting serpentine monstrosity of wailing patients, broken glass, rusty wire, and alchemical fluids.

The blobs in the vats next to you slam against the glass weakening it.

Initiative Round 2
Everyone: Go

GM:
KZ heroism.


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Trying to ignore the noises and cackling from beyond, Shohiraj focuses at the task at hand and works to halt whatever is being done to the sleepers - or at least stop one of the vats from getting worse.

Disable Device: 1d20 + 24 ⇒ (12) + 24 = 36

I'm hoping that worked and thus five-foot stepped next to a different vat. If not, put me back up one square North. Also, yikes!


Bluerise Maps

Shohiraj successfully disables the connection to a vat causing the substance within to cease its movements.

Grand Lodge

Rataji the Disgraced

Spellcraft: 1d20 + 19 ⇒ (12) + 19 = 31

Sure that his invisibility will protect him, Rataji moves forward to look into the room. He watches as the creature cast its spell and tries to discern what it was.


Map!

Eramay nods in approval as Shohiraj starts disconnecting machinery.

"I'll leave the experiments to you, then. There's a traitor who has earned a painful death," Eramay says flatly, words and tone incongruous. She walks into the doorway to the secondary lab, drawing a scroll as he moves. When he gets to the doorway, she levels her scimitar at the spider-thing that must be Kar Zweeb.

"You have outlived your usefulness to the Consortium. Your life is now forfeit."

Single Move, Move action to draw a scroll (divine power), Swift Action to challenge

Eramay's challenge details:
Combining her order, challenge, feats, and gear, these are Eramay's current stats against Kar Zweeb:

AC: 26
Sense Motive +15
Fort: +12
Ref: +7
Will: +10
(+2 racial v. Enchantments, +3 morale v. fear, charm, compulsion)

Against other targets, Eramay's AC is 22.

Relevant to allies:

If you are within 30 feet of Eramay, her Silver Aspis badge inspires a +3 morale bonus on saves v. fear, charm, and compulsion effects, as well as a +2 morale bonus on melee attack rolls against her challenge targets (currently Zar Kweeb).


Zurnzal will spend his move action on Martial Flexability to gain two feats (we'll use the suggested Greater Trip and Power Attack). He'll then use his standard to move with Eramay and Rataji.


Doppelganger

Thestil injects herself with some kind of substance and moves forward...

Implant mesmserist trick on herself (Mesmeric Mirror) and move. I can't see the bad guy on the map though


Bluerise Maps

Rataji does not notice the creature saying anything or making any movements, but still realizes that he has cast heroism on himself, perhaps augmented somehow.

DC20 Knowledge(arcana or dungeoneering) to ID KZ:
Kar Zaweeb is an aranea who appears to have a number of psychic powers (casting as a Psychic 10).

The Enigma Thestil Shadowtongue wrote:
I can't see the bad guy on the map though

Weird, all the settings look good for you to do so. Try zooming out with the bar in the upper right of the window or refreshing after joining the game. He's 90 ft. away from you currently.

The blobs in the two remaining vats that have not been disabled by Shohiraj seem to be forming into more coherent humanoid-like shapes.

Kar Zaweeb casts another spell. Eramay, Shohiraj,and Zurnzal, you are trapped in a web, as are all of your companions.
Eramay - The spiders crawling in the web are so numerous that you are nauseated for this turn.

Rolls:
Eramay Will: 1d20 + 10 ⇒ (5) + 10 = 15 Eramay Fort: 1d20 + 12 ⇒ (19) + 12 = 31
Shohiraj Will: 1d20 + 8 ⇒ (1) + 8 = 9 Shohiraj Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Thestil Will: 1d20 + 13 ⇒ (16) + 13 = 29
Zurnzal Will: 1d20 + 7 ⇒ (5) + 7 = 12 Zurnzal Fort: 1d20 + 9 ⇒ (10) + 9 = 19

If anyone wants to re-roll on that, they can.

Rataji and Thestil:
You don't see any webs, just Eramay, Shohiraj, and Zurnzal acting like they are stuck in something that is not there.

Initiative Round 3
Everyone: Go


Bluerise Maps

DC20 Spellcraft:
That was a phantasmal web spell.

Also the aqua piece of furniture slowly dropped from the ceiling on Kar Zaweeb's turn, seemingly at his direction, represented by the squiggle.

Grand Lodge

Rataji the Disgraced

Spellcraft: 1d20 + 19 ⇒ (10) + 19 = 29

"The webs are not real. It is an illusion. Let me clear your mind of the effects." Rataji whispers to Eramay and Zurnzal.

He reaches out and attempts to dispel the magic holding Eramay.

Dispel Magic: 1d20 + 8 ⇒ (13) + 8 = 21

Knowledge Arcana on KZ: 1d20 + 16 ⇒ (12) + 16 = 28


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Am I capable of disabling at least the device next to me or is the web that thick? Also, how big an area does the web appear to spread across?
Sadly already used the re-roll :(


Bluerise Maps
The Pro wrote:

Am I capable of disabling at least the device next to me or is the web that thick? Also, how big an area does the web appear to spread across?

Sadly already used the re-roll :(

Luckily for you, it is one spell effect.

Rataji waves his hands and the web that was ensnaring Eramay, Shohiraj, and Zurnzal is no longer there. You can act as normal.

Rataji also identifies that Kar Zaweeb's bite attack is poisonous, he can shoot webs of his own, and jump exceedingly well.


I'm assuming I can now act.

Enough of this. Zurnzal will move toward the enemy!

Double move, first move brings me just east of the stairs, the next into the multi-colored floor.


Bluerise Maps

Just to note again, the colored shapes are individual pieces of lab furniture suspended from the ceiling by chains. The aqua piece has been lowered to the ground, and it is an impediment to movement.


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Gah! Shohiraj says as she momentarily finds herself surrounded by arachnids. The feeling passes quickly, as Rataji's spell shows the webbing and vermin for what they are: mental trickery.

Cursing under her breath, "Frell. As if this place needed more wrong with it.", Shohiraj quickly gets to work on the next vat before temporarily stepping outside of the spider monstrosity's sight.

Disable Device: 1d20 + 24 ⇒ (5) + 24 = 29

If that works, Shohiraj will step back to where she is now. If not...well she'll still step back, but be more cross about it.

Finding herself alone in the room, she mutters as much to herself as anyone. "Yeah, don't mind me. Sure these things just want to play 's all."


Bluerise Maps

Shohiraj disables the machinery connecting to a second vat and only one solidifying blob remains, though it is starting to look remarkably like a halfling.

Initiative Round 3
Eramay: Go
Thestil: Go


Map!

Eramay shakes herself to clear away the spiders and to her surprise the whole web disappears.

Illusion? Whatever it is, stay on your guard, Eramay.

Caster Level Check, DC 7: 1d20 + 4 ⇒ (19) + 4 = 23

Eramay finishes reading her scroll (divine power), then moves in, taking care to avoid the hanging furniture.

Standard to read scroll, single move.


No worries, I altered my movement for Round 2 to account for that then.


Doppelganger

Thestil quickly moves forward...

Double move


Bluerise Maps

Kar Zaweeb focuses on Zurnzal finding a weakness in his mind, "You are nothing but a weak goon.". He then takes a loping step forward, before taking an incredible effortless leap to the furniture at the top of the lab.
Zurnzal Will vs. DC18: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 5d8 ⇒ (1, 5, 6, 5, 1) = 18 untyped damage to Zurnzal

DC17 Spellcraft:
mind thrust II

Jump: 1d20 + 67 ⇒ (5) + 67 = 72

Following Zaweeb's lead, the horror at the back of the room strikes out at Zurnzal.
Attack: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 3d6 + 9 ⇒ (1, 3, 3) + 9 = 16 damage and 1 point of Strength damage.

Initiative Round 4
Zurnzal: Go
Rataji: Go

NA
Shohiraj
Thestil
Eramay

GM:
NA Init: 1d20 + 6 ⇒ (12) + 6 = 18


Being an idiot, I forgot I had a Quick Runner Shirt and could have used it last round to maybe reach the enemy. <sigh>

Did that horror move or does it have a 40' reach?

Also, by using my Sandals of the Lightest Step, can I reach Zaweeb by moving onto the piece of furniture in a single move?


Bluerise Maps

It reached out at you, but quickly recoiled. You don't think it can take attacks of opportunity, but rather is controlled by some means. The piece of furniture he is on is 20 ft. off the floor from where you are, so it would take 40 ft. of movement to get there plus the 10 ft. before the sandals activate. So with either a double move or the Quick Runner's Shirt you can make it.


Double move then, since using the shirt I'd have to end my turn anyway.

Grand Lodge

Rataji the Disgraced

Spellcraft: 1d20 + 19 ⇒ (8) + 19 = 27

Moving along the catwalk Rataji casts a spell targeting Zaweeb.

"I can play mind games too."

Inflict Pain. Needs a Will Save DC19


Bluerise Maps

Zurnzal double moves.

Kar Zaweeb is wracked by pain. 4 penalty on attack rolls, skill checks, and ability checks (8 rounds)
KZ Will: 1d20 + 10 ⇒ (4) + 10 = 14

The remaining mysterious blob that Shohiraj did not yet disable takes shape as a female halfling and breaks out of the vat casting a spell. It steps from the vat and says to Shohiraj, "Just you and me. I will enjoy this." Shohiraj is not shaken by the sight of this creature, but perhaps should have been as she is viciously sliced by it delivering a staggering blast of cold.

Shoh Will vs. Fear: 1d20 + 7 ⇒ (12) + 7 = 19

NA Attack: 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32 Confirmation: 1d20 + 14 + 2 - 2 ⇒ (16) + 14 + 2 - 2 = 30
Damage: 2d3 + 14 ⇒ (2, 3) + 14 = 19+Frigid Touch: 4d6 ⇒ (6, 1, 4, 3) = 14 cold damage & staggered 1 minute.
NA Spell Combat: 1d20 + 14 + 2 - 2 ⇒ (2) + 14 + 2 - 2 = 16

Initiative
Shohiraj: Go
Thestil: Go
Eramay: Go

Kar Zaweeb
Zurnzal
Rataji
NA


Doppelganger

Thestil moves up a few paces positioning herself behind the arachnid creature and stabbing it with some sort of dart!

Attack roll (touch attack): 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 If it hits the target takes a –2 penalty on Will saves and to its natural armor bonus for 2 minutes. Besides she applies Painful Injection

Painful Injection:
Once per round, when an attack that deals damage hits the target of Thestil’s injection, she can cause the creature to take 2 additional points of damage. If Thestil uses this ability to increase her own damage, it instead takes 1d6 extra points of damage.


Bluerise Maps

Zurnzal and Kar Zaweeb are 20 ft. up on a piece of lab furniture.


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

FRELL!!! the screams to herself as she finds herself cornered and alone in a room, staggered, and isolated. "Cor! Joliryn's still kicking!" she calls out as she steps back. wincing and drawing out a vial. "A little help'd be nice!"

5-foot back and pull out my potion of invisibility. Also saying a prayer to any god who'll bother listening.


Bluerise Maps

With Kar Zaweeb wracked by pain, the nightmare at the back of the room screams in pain

Sonic Damage: 2d4 ⇒ (2, 3) = 5 to Rataji
Rataji Fort: 1d20 + 5 ⇒ (5) + 5 = 10 staggered until the end of your turn.

Shohiraj's prayers are nearly answered by Falth who steps up and fires his bow twice at the Joliryn abomination.

Attack 1: 1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17 Damage: 1d8 + 3 + 3 + 1 ⇒ (3) + 3 + 3 + 1 = 10
Attack 2: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13 Damage: 1d8 + 3 + 3 + 1 ⇒ (6) + 3 + 3 + 1 = 13

Initiative
Thestil: Go
Eramay: Go


Map!

Eramay glances back over her shoulder and sees Joliryn, apparently.

Again? Didn't I kill you once already?

"You guys who can fly take care of the spiderthing. Unfinished business, back here" Eramay calls to Rataji, Thestil, and Zurnzal as she reads her scroll (spider climb) and doubles back to engage the reborn halfling.

"Come get killed again, traitor," she taunts, challenging the halfling a second time.

Relevant to allies: If you are within 30 feet of Eramay, her Silver Aspis badge inspires a +3 morale bonus on saves v. fear, charm, and compulsion effects, as well as a +2 morale bonus on melee attack rolls against her challenge targets (now Joliryn).


Doppelganger

Frustrated Thestil tries throwing her injection dart at the spiderlike creature...

Injection Dart: 1d20 + 8 ⇒ (19) + 8 = 27

Same effects as above


Bluerise Maps

Thestil should get frustrated more often.

Thestil's dart strikes Kar Zaweeb squarely in the back delivering its painful injection.

Zaweeb speaks a command and a piece of furniture slides behind him allowing him to take a 5 ft. step back and aims a spell at Zurnzal.
Zurnzal Will vs. DC20: 1d20 + 7 ⇒ (17) + 7 = 24

DC19 Spellcraft:
greater oneiric horror

The horror in the back of the room lets loose a ball of acid that splashes onto Thestil.
Acid Damage: 4d6 ⇒ (5, 3, 5, 6) = 19
Thestil Reflex vs. DC15 for half: 1d20 + 9 ⇒ (6) + 9 = 15

Initiative
Zurnzal: Go
Rataji: Go

NA
Shohiraj
Thestil
Eramay
Kar Zaweeb

Grand Lodge

Rataji the Disgraced

Spellcraft: 1d20 + 19 ⇒ (6) + 19 = 25

Staggered by the scream, Rataji points at and Zaweeb and says, "That was not funny but maybe this will be!"

Cast Hideous Laughter. Will save at DC 18.


Bluerise Maps

"ਕੋਈ ਮੈਨੂੰ ਇਸ ਲਈ ਨਾ ਸੋਚੋ"

Abyssal:
"No, I don't think so."

Zaweeb Will: 1d20 + 10 + 4 + 2 + 4 - 2 ⇒ (10) + 10 + 4 + 2 + 4 - 2 = 28

Grand Lodge

Rataji the Disgraced

AGH! Where did all those bonuses come from? (rhetorical question)
I thought the -4 from Inflict Pain would give me a chance.
Oh well, I got another one where that came from.


Bluerise Maps

Inflict pain hits ability checks, but not saves. He's a different creature type, which gives another bonus, and had cast heroism before for another bonus (that I forgot on the inflict pain save).

Grand Lodge

Rataji the Disgraced

All this math hurts my head sometimes. LOL


Zurnzal steps forward, hoping to deliver a Knockout Strike.

KO, Fort DC 18 if I hit and do damage: 1d20 + 16 ⇒ (3) + 16 = 19 for Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Other Fist: 1d20 + 11 ⇒ (4) + 11 = 15 for Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Well, that was wasted.


Bluerise Maps

Zurnzal misjudges the distance and nearly sends himself flying from the hanging furniture.

The nightmare creature takes aim at the new threat of Eramay approaching and connects on its first attempt.

Scorching Ray: 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 4d6 ⇒ (5, 5, 3, 6) = 19
Scorching Ray: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 4d6 ⇒ (5, 4, 2, 1) = 12

Initiative
Shohiraj: Go
Thestil: Go
Eramay: Go

Kar Zaweeb
Zurnzal
Rataji


Map!

"Slip like you ought to be used to the beating you're about to receive," Eramay mutters under her breath as she tries to shut out the smell of singed hair and scorched flesh. She charges Joliryn's nightmarish new form, delivering a downward hack.

Scimitar, Charging, Power Attack, Divine Power, Badge: 1d20 + 13 + 2 - 3 + 2 + 2 ⇒ (5) + 13 + 2 - 3 + 2 + 2 = 21

Scimitar, Power Attack, Divine Power, Challenge: 1d6 + 5 + 6 + 2 + 8 ⇒ (4) + 5 + 6 + 2 + 8 = 25 plus Acid: 1d6 ⇒ 2

After the charge, against Joliryn, Eramay's AC is 24. The scorching ray eats up her Temp HP, as well as 12 of her actual HP. Current HP is 64/80.


Doppelganger

Thestil moves on the other side of the platform the monster is using to stay out of reach and starts climbing...

Climb check: 1d20 + 10 ⇒ (11) + 10 = 21


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Seeing Faith and Eramay come to her aid, Shohiraj feel heartened but they shouldn't have had too. You were too slow with the machines A!. Still slowed by the numbing cold of the shadow-halfling's spell, the rogue quaffs her potion and moves into a better position.

Drink invisibility, then 5-foot step. May risk the counterattack next turn if I can get a good SA going


Bluerise Maps

Taking a slight liberty with you action Thestil to accomplish what you want in a way that is possible.

With a turn of her cape of the mountebank Thestil disappears from the ground in a puff of smoke and reappears on the piece of furniture behind Zaweeb.

Eramay narrowly misses the abomination as Shohiraj disappears from view.

Falth unleashes another flurry at the Joliryn creature, connecting with his second arrow, despite being shaken at the sight of it.

Attack 1: 1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (4) + 12 + 1 + 2 + 2 - 2 = 19 Damage: 1d8 + 3 + 1 + 3 + 2d6 + 2 ⇒ (7) + 3 + 1 + 3 + (1, 2) + 2 = 19
Attack 2: 1d20 + 7 + 1 + 2 + 2 - 2 ⇒ (17) + 7 + 1 + 2 + 2 - 2 = 27 Damage: 1d8 + 3 + 1 + 3 + 2d6 + 2 ⇒ (6) + 3 + 1 + 3 + (3, 4) + 2 = 22

Eramay Will: 1d20 + 8 ⇒ (19) + 8 = 27
Falth Will: 1d20 + 10 ⇒ (2) + 10 = 12

Zaweeb claws twice at Zurnzal before stepping and biting at Thestil

Claw 1 vs. Zurnzal: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw 2 vs. Zurnzal: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Bite vs. Thestil: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Bite Confirmation: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Thestil Fort vs. DC 17 Poison: 1d20 + 7 ⇒ (4) + 7 = 11
Thestil Strength Damage: 1d3 ⇒ 3 round 1

Rataji inhales some foul gas, but coughs it out before it can do any harm.
Rataji Fort: 1d20 + 5 ⇒ (11) + 5 = 16

Initiative
Zurnzal: Go
Rataji: Go

NA
Shohiraj
Thestil
Eramay

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