Reign of Winter (Inactive)

Game Master Just a Mort

ROW Book 6

Days on Triaxius - 20


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Strange Aeons Grp 2 |

Greta moves up and stabs the goat, but she doesn't maanage to stab through its maggot-covered hide.

Ranseur,PA: 1d20 + 15 ⇒ (7) + 15 = 22
dmg: 2d4 + 22 ⇒ (4, 4) + 22 = 30
Ranseur,PA: 1d20 + 10 ⇒ (16) + 10 = 26
dmg: 2d4 + 22 ⇒ (4, 3) + 22 = 29
Ranseur,PA: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 2d4 + 22 ⇒ (1, 4) + 22 = 27

Party up, Slide 6


Strange Aeons Grp 2 |

Earlier Retcon

"Eto byl Polkovnik Lavrentiy - on sluzhil korolevskoy sem'ye s otlichiyem. Yego i yego lyudey razdavili, kogda oni uslyshali o zakhvate Korolevskoy sem'i, ot ruk bol'shevikov." Dimitri points out the Colonel in the photo.

Russian:

That was Polkovnik Lavrenti - he served the Royal family with distinction. Him and his men were crushed when they heard the news of the Royal Family's capture, at the hands of the Bolsheviks, while they were fighting off insurgents at St Petersburg.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers stares at the lantern.

If it is just a magical item rather than a creature, I should have gotten the spellcraft checks automatically. In that case, I stare at the goat to see if it is capable of doing magic.


Strange Aeons Grp 2 |

Technically Arcane sight doesn't give Su

Mr Whiskers determines the lantern is part of the goats innate powers.

Fear Light (Su) A lantern goat can emit an ugly yellow light from the lantern around its neck as a free action. All creatures within 60 feet that view this light must succeed at Will save or be panicked for 1d4+4 rounds. A creature that succeeds at its save is immune to the fear light of that lantern goat for 24 hours. The save DC is Charisma-based.

Mr Whiskers also determines Victor's soul is trapped in the lantern.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

"It is Victor's soul trapped in that goat's lantern!"

I didn't know what sort of ability it was. I neither memorize nor look up creature's encountered. That is what the skill points in the knowledge skills are supposed to represent.

Thanks for allowing me to know about the (Su) ability.


Retired to Triaxius

’Stupid goat.’ Einar begins to rage, his Cambion ancestry becoming prominent, ”Stupid Goat, you should have ran” He thrusts a the goat repeatedly with the spear.

5 ft step, Full Attack: +1 dragonbane thawing longspear (AC 23) Large, PA, FF
attack: 1d20 + 25 + 12 ⇒ (16) + 25 + 12 = 53 for damage: 2d6 + 18 + 12 + 1 ⇒ (3, 1) + 18 + 12 + 1 = 35
Attack: 1d20 + 16 + 12 ⇒ (10) + 16 + 12 = 38 for damage: 2d6 + 18 + 12 + 1 ⇒ (1, 2) + 18 + 12 + 1 = 34
attack: 1d20 + 11 + 12 ⇒ (10) + 11 + 12 = 33 for damage: 2d6 + 18 + 12 + 1 ⇒ (2, 4) + 18 + 12 + 1 = 37


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

1d28 ⇒ 9

Great...

In an absolute panic, Crummock teleports away...

GM Mort:
...ending up on the Elemental Plane of Air.

Meanwhile, Dimitri unloads upon the goat.

+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (12) + 24 + 1 = 37, for 1d10 + 25 + 1 ⇒ (2) + 25 + 1 = 28 damage, +2d6 ⇒ (1, 5) = 6 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (20) + 24 + 1 = 45, for 1d10 + 25 + 1 ⇒ (7) + 25 + 1 = 33 damage, +2d6 ⇒ (4, 3) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36, for 1d10 + 25 + 1 ⇒ (5) + 25 + 1 = 31 damage, +2d6 ⇒ (1, 2) = 3 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26, for 1d10 + 25 + 1 ⇒ (6) + 25 + 1 = 32 damage, +2d6 ⇒ (3, 2) = 5 Holy damage.
Crit Confirmation: 1d20 + 24 + 1 ⇒ (9) + 24 + 1 = 34, for 3d10 + 75 + 3 ⇒ (4, 6, 8) + 75 + 3 = 96 *ADDITIONAL* damage.

Once again, using Clustered Shots; it's probably dead, though ;-)


Strange Aeons Grp 2 |

Einar and Dimitri make short work of the lantern goat which on death spills out a bunch of maggots, that wiggle briefly on the snowy ground before freezing to death.
The party retrieves the lantern and Polina gestures for them to go to her.

Crummock:

Crummock ends up in a large cloud of smoke and hears two disgruntled voices cry out at the same time, " Oi! Τι κάνεις στο σύννεφο μαc!"

Auran=Oi! What are you doing in our cloud?!


Strange Aeons Grp 2 |

Searching the large tent yields a chest containing a diary, labelled "Lavrenti" in Russian.

diary contents if you can read Russian:

I have failed. The Royal Family has been imprisoned by the Bolsheviks while me and my men were away. The Bolsheviks are cruel and ruthless. I fear the worst for the safety of my charges.

Oh god in heaven why could I not have been there when they needed me most! I would face eternal damnation in hell if I could find a way to save them.

I returned to the capital - to raise an army to free them. All I found were contemptuous soldiers who now disavowed their previous loyalties. For all the Tsar had done for them, protecting them from the greedy jackals of the other European nations!

I returned to my homeland, crushed by the spineless spirits of the Russian soldiers. I was contacted by a man named Rasputin. He said he had some people in the capital that could help free the Royal Family. He didn't want me to be part of the operation as my well-known presence jeopardise the operation.

I told him I would pay any price to have the Royal Family safe. He asked for my help in taking the Ashkuyva prison camp and I gathered my Cossacks and helped him. I asked when he would fulfil his end of the bargain - he never did. Soon after - I heard the news that the entire Royal Family was executed. And he has been using the prison camp to summon supernatural horrors never seen before in this world.

I have led my men to bring a madman to power and may have doomed the entire world. I have failed my charges. There is nothing more to live for. I have told my men the truth on how we have been betrayed and deceived. We are in agreement that our honor stained can only be redeemed by our deaths.

Which way now?


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

GM Mort:
"Y Goat! Y Goat!"

Crummock flees blindly at top speed (which is to say, as per the rules for subjective directional gravity, he starts falling, reaching terminal velocity rather quickly in the 'endless' open air of the plane)...


Retired to Triaxius

'a few interesting weapons, a little gold, Can't hurt to finish checking the rest of the tents.' Einar releases the rage, and placing his spear back in the haversack he picks up his hammer and the lantern and points, "Lets have a look around real quick." After checking all the tents, he observes the little fey waving them over, he turns to Mister Whiskers and asks. "Should we wait for Crummock before we go talk to her again? He's the one with the silver tongue."


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers suggests "Я думаю, нам лучше подождать, пока Краммок вернется. Надеюсь, он не скоро."

Russian:
I think we best wait for Crummock to return. Hopefully he will not be long.

Ninjaed by Einar. Answer still works though. Don't spilt the party!

While he waits, Mr Whiskers starts skimming the diary. "It seems Rasputin is like the witch queen, convincing others to take on tasks and then betraying them. It is a wonder they were ever able to work together! I wonder what sort of betrayal each has planned for the other."


Strange Aeons Grp 2 |

Crummock:

Crummock runs out of the smoke cloud into an open space with some large air elementals sitting on metal spheres drawing cloud formations. "Hey - παρακολουθήστε πού πηγαίνετε! Είναι το έδαφος του Don Cho σε αυτή την κατεύθυνση και πρέπει να του πληρώσετε χρήματα προστασίας για να περάσετε!"

Auran = Hey - watch where you're going! It's Don Cho's territory in that direction and you need to pay him protection money to pass!

Crummock keeps running and he feels something slam into him but fails to grab him fast.

slam v ff: 1d20 + 19 ⇒ (17) + 19 = 36
dmg: 2d8 + 6 ⇒ (6, 7) + 6 = 19
sneak attack: 2d6 ⇒ (4, 4) = 8
grab: 1d20 + 23 ⇒ (1) + 23 = 24

Now what?


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

GM Mort:
Unfortunately, because I am panicked, I don't retain rational thought, and just keep fleeing...

Crummock attains terminal velocity as he flees.


Strange Aeons Grp 2 |

Crummock:

His unseen attacker speaks, "Koitáxte, aftí eínai i epikráteia tou Don Cho kai poté den tou chorigíthike eléfthero pérasma se káti san eséna. Eláte ME ME gia na deíte ton ídio ton Don." Crummock feels something windy charge at him, trying to slam him, still unseen.

Auran=Look, this is Don Cho's territory and he's never granted free passage to something like YOU. You're coming WITH ME to see the Don himself.

Slam v FF: 1d20 + 19 ⇒ (5) + 19 = 24

Then the effects of the panic subside.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

GM Mort:
Crummock, returned to his senses, realises his potential danger, and quickly casts a spell...

Concentration: 1d20 + 29 ⇒ (18) + 29 = 47 Vs DC 25.

...Plane Shifting back to the Hut.

He then Wind Walks, sheepishly, back to find the others.


Strange Aeons Grp 2 |

A puffy Crummock-shaped white cloud lands besides the party, with a sheepish expression on his face.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock's form slowly fills back in, his face red with embarrassment.

"I really be needin' to do something' about that... It seems these days that every time we be encounterin' somethin' even a wee bit scary, I run off! Glad to see ye dealt with the goat..."

Looking at the soul thoughtfully, he ponders.

"Do ye think it would be worth makin' sure we have pacified this entire section o' the camp before we bring him back? That way, we don't have to worry about him gettin' himself killed again, if we run into another combat..."

Basically, I am suggesting starting at D9, and working our way back around the camp, and then, once we have finished, taking the corpse and the soul to the fey spirit.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Mr. Whiskers ponders the question a moment.

"The fey looks a bit impatient." nodding his head in the direction of Polina. "Then again, I'm not really fond of that sort of fey. Do we really want it charging Viktor with an evil task just to bring him back to life?"

"On the other hand, the sooner we get Viktor back the sooner we can take out the world anchors. I really would like to end this and get back to someplace more sane."

Edit to add:

Mr. Whiskers casts Grand Destiny on Crummock. "Hopefully that will allow you to resist the urge next time!"


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

"I agree, we be wantin' to finish things as soon as possible... but I presume that," he says, gesturing to the north-east corner of the camp, "be another anchor, and I don't really want to take this guy through an unexplored area, where he might be a liability..."


Strange Aeons Grp 2 |

D9

Einar looks into the prison yard with his ring finding it filled with a brownish-yellow fog. Ill-defined shapes shuffle slowly through the murk.

Go in?


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Hearing the description, Mr Whiskers says "Sounds like poison gas. We should put on the masks and suits before we enter."

He gets out his rod and casts Alter Self to turn himself into a dwarf and dons the gear before entering.


Strange Aeons Grp 2 |

D7

An old stone building sits buried in snow, its wooden door hanging ajar. An old tree, lightning-scarred and twisted, juts through the roof, its drooping branches hanging like a curtain over the entrance.


Retired to Triaxius

Einar nods his head in agreement with Crummock. "WE should make sure everything is clear, I would rather we remove any allies and find any potential weapons we can, then attack Rasputin."

Lifting his arm slowly he continues. 'However Crummock, I'm feeling rather beat up, any chance you can use one of those wands and make some of this go away?"

after healing, and or removal of negative levels
After slipping the gas mask back on, Einar carefully approaches the building with the tree growing out of it.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock nods, and heals Einar.

First, with a Restoration, and then via Wand.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

That leaves Einar down 1hp.

He then starts healing himself.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock then looks around thoughtfully.

"Before we start searching through the gas, I wouldnae mind lookin' for Geist..."

Can we assume we track him down, first...?


Strange Aeons Grp 2 |

Crummock finds Geist hiding behind the divan in the library.

D9

Einar opens the door of the prison yard. He sees two large patches of noxious mustard-colored vapor hangs low over the ground, concealing the lurching forms of dead soldiers, leaking sulfurous fumes from beneath its acid-burned, peeling skin, and bristling with the armaments it possessed in its horrifying death.

Everything more then 10 ft away from the side of the mist creatures has 50% concealment as per obscuring mist rules

Mr Whiskers Init: 1d20 + 6 ⇒ (6) + 6 = 12
Einar Init: 1d20 + 4 ⇒ (13) + 4 = 17
Crummock Init: 1d20 - 1 ⇒ (18) - 1 = 17
mists: 1d20 + 9 ⇒ (13) + 9 = 22
soldiers: 1d20 + 8 ⇒ (7) + 8 = 15

Mr Whiskers knowledge dungeoneering: 1d20 + 17 ⇒ (20) + 17 = 37
Greta knowledge dungeoneering: 1d20 + 16 ⇒ (3) + 16 = 19

Mr Whiskers recognizes what the mist is - it is a trench mist.

Trench mists are created anywhere that deadly gas attacks are used for the wholesale slaughter of troops, whether attacks of a mundane poisonous nature, or from the magical effects of spells such as acid fog. Under mysterious circumstances likely born of the horrors of war and the final throes of young soldiers dying before their time, these mists linger over the battlefield, absorbing the departing souls of the slain. This commingling of loosed life energy and strange chemicals grants the miasma a sly, malevolent sentience. Once so born, the trench mist then seeks only to impart misery and share its singular fate with those fortunate enough to have escaped the poisonous attacks that birthed the creature in the first place.

They have DR 10/magic and are immune to acid, electricity, sonic, and can engulf.

A trench mist can engulf foes (see the engulf special ability). A creature engulfed by a trench mist does not gain the pinned condition and can move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it takes the trench mist’s touch damage. A trench mist’s vapors obscure sight as per the spell obscuring mist. The save DC to avoid the engulfing mists is Constitution-based.

Mr Whiskers knowledge religion: 1d20 + 17 ⇒ (3) + 17 = 20
Greta knowledge religion: 1d20 + 11 ⇒ (11) + 11 = 22

Mr Whiskers recognizes the dead soldiers within as trench zombies - they are like juju zombies except their immunity to magic missile has been replaced with an immunity to acid and they have 5 DR/slashing and magic.


Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Looking around, Mr. Whiskers asks "Is there anything we can do to help you find him?"

Survival, Heroism to track the big cat: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

As they are trying to find the cat, Mr. Whiskers asks Einar "It wasn't clear to me, after this were you in favor of investigating the fog or the building with the tree first?"

d9 is prison yard, d7 is building with tree


Strange Aeons Grp 2 |

Einar and Greta both strike at the mist as it comes close.

frost thunder hammer: 1d20 + 21 ⇒ (10) + 21 = 31
dmg: 1d10 + 29 ⇒ (5) + 29 = 34

Greta: 1d20 + 14 ⇒ (12) + 14 = 26
dmg: 2d4 + 22 ⇒ (1, 3) + 22 = 26

Both strikes land on the easily hittable mist.

Now here's the question - do you want to avoid the engulf attack or take an additional AOO - for Einar?

Avoiding engulf attack is a reflex save


Strange Aeons Grp 2 |

The other mist flows up and touches Einar.

incorp touch: 1d20 + 7 ⇒ (15) + 7 = 22

dmg: 6d6 ⇒ (6, 2, 3, 1, 1, 3) = 16

acid dmg: 6d6 ⇒ (2, 2, 2, 2, 4, 6) = 18

Einar takes 34 points of damage.


Strange Aeons Grp 2 |

Geist attempts to jump out of the way, as does Mr Whiskers.

reflex Geist: 1d20 + 13 ⇒ (18) + 13 = 31
Mr Whiskers: 1d20 + 12 ⇒ (4) + 12 = 16

Geist manages to get clear, but Mr Whiskers is stuck in the mist.

Forgot Crummocks ref save

Crummock ref: 1d20 + 20 ⇒ (5) + 20 = 25

Crummock manages to get out of the way too.


Retired to Triaxius
Mr. Whiskers wrote:
…Mr. Whiskers asks Einar "It wasn't clear to me, after this were you in favor of investigating the fog or the building with the tree first?"
Einar 'Kinslayer' Bjornson wrote:
After slipping the gas mask back on, Einar carefully approaches the building with the tree growing out of it.

not that it really matters either way…

GM Mort wrote:

Now here's the question - do you want to avoid the engulf attack or take an additional AOO - for Einar?

Avoiding engulf attack is a reflex save

can he move action: avoid and then standard: action attack? Actually he will probably just suck up the damage and full attack.

who’s turn is it?


Strange Aeons Grp 2 |

Einar AOO: 1d20 + 21 ⇒ (10) + 21 = 31
dmg: 1d10 + 29 ⇒ (10) + 29 = 39

On the start of your turn - roll the 6d6 neg energy damage, and 6d6 acid damage should you decide to full attack

Einar and Crummock's turn

Einar damages the mist but it is still up.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Crummock experimentally stabs at the mist...

(+3) Cold Iron Starknife: 1d20 + 25 ⇒ (9) + 25 = 34, for 1d4 + 13 ⇒ (1) + 13 = 14 damage, +1d6 ⇒ 6 Fire damage.

(+3) Cold Iron Starknife: 1d20 + 20 ⇒ (15) + 20 = 35, for 1d4 + 13 ⇒ (4) + 13 = 17 damage, +1d6 ⇒ 5 Fire damage.

Geist then full-attacks the mist.

Bite: 1d20 + 15 ⇒ (13) + 15 = 28, for 1d8 + 8 ⇒ (2) + 8 = 10 damage, +1d6 ⇒ 4 Fire damage.
Claw: 1d20 + 15 ⇒ (20) + 15 = 35, for 1d6 + 8 ⇒ (5) + 8 = 13 damage, +1d6 ⇒ 4 Fire damage, +1d6 ⇒ 5 Acid damage.
Claw: 1d20 + 15 ⇒ (13) + 15 = 28, for 1d6 + 8 ⇒ (2) + 8 = 10 damage, +1d6 ⇒ 4 Fire damage, +1d6 ⇒ 2 Acid damage.

Note: His attacks *do* count as magic...

Dimitri then opens fire on whatever is left.

+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (5) + 24 + 1 = 30, for 1d10 + 25 + 1 ⇒ (8) + 25 + 1 = 34 damage, +2d6 ⇒ (5, 6) = 11 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 + 1 ⇒ (12) + 24 + 1 = 37, for 1d10 + 25 + 1 ⇒ (9) + 25 + 1 = 35 damage, +2d6 ⇒ (3, 3) = 6 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 + 1 ⇒ (5) + 19 + 1 = 25, for 1d10 + 25 + 1 ⇒ (4) + 25 + 1 = 30 damage, +2d6 ⇒ (6, 2) = 8 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22, for 1d10 + 25 + 1 ⇒ (7) + 25 + 1 = 33 damage, +2d6 ⇒ (3, 6) = 9 Holy damage.


Strange Aeons Grp 2 |

Crummock and Geist make short work of one mist, though Crummock notices Geist's acidic claws do nothing to the mist.

Einar


Retired to Triaxius

I deleted Einars attack on the first mist. I thought we had two mists but all I see on the map is the big green mist is that what we are attacking? Or is the second mist within reach of the hammer or does he need a reach weapon?


Strange Aeons Grp 2 |

Crummock + Geist + Dimitri took out all the mists - just go anywhere you want to go now - only the soldiers left


Retired to Triaxius

do the trench zombies get concealment? just in case 1 hit, two miss
1 or 2: 1d2 ⇒ 1

'There already caged, just need to keep them from getting out.' Stepping inside the door, Einar Raging draws his dragonbane longspear "Я буду держать их в огороженной области, вы все атакуете, как вы видите лучше всего." and thrusts it repeatedly at the undead soldier on his right.

5 ft step, Full Attack: +1 dragonbane thawing longspear (AC 23) Large, PA, FF
Attack: 1d20 + 25 + 12 ⇒ (15) + 25 + 12 = 52 for damage: 2d6 + 18 + 12 + 1 ⇒ (4, 2) + 18 + 12 + 1 = 37
Attack: 1d20 + 16 + 12 ⇒ (11) + 16 + 12 = 39 for[ooc] damage: 2d6 + 18 + 12 + 1 ⇒ (3, 6) + 18 + 12 + 1 = 40
attack: 1d20 + 11 + 12 ⇒ (17) + 11 + 12 = 40 [ooc]for
damage: 2d6 + 18 + 12 + 1 ⇒ (3, 1) + 18 + 12 + 1 = 35

Russian:
"I'll keep them in the fenced area, you all attack how you see best."


Strange Aeons Grp 2 |

No concealment

Einar stabs one of them twice and it explodes in a cloud of acid. He stabs at the next one he can reach.

Good thing you had reach, eh? =)

The rest step back (out of 20ft AOO-5ft when possible) and open fire on him.

rapid shot: 1d20 + 10 ⇒ (8) + 10 = 18
dmg: 1d10 + 6 ⇒ (8) + 6 = 14
rapid shot: 1d20 + 10 ⇒ (19) + 10 = 29
dmg: 1d10 + 6 ⇒ (2) + 6 = 8
rifle: 1d20 + 5 ⇒ (4) + 5 = 9

One of the guns jam but the creature continues firing.
rapid shot: 1d20 + 10 ⇒ (1) + 10 = 11
rapid shot: 1d20 + 8 ⇒ (15) + 8 = 23
dmg: 1d10 + 4 ⇒ (5) + 4 = 9
rifle: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d10 + 4 ⇒ (8) + 4 = 12

rapid shot: 1d20 + 10 ⇒ (12) + 10 = 22
dmg: 1d10 + 6 ⇒ (4) + 6 = 10
rapid shot: 1d20 + 10 ⇒ (19) + 10 = 29
dmg: 1d10 + 6 ⇒ (7) + 6 = 13
rifle: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d10 + 6 ⇒ (6) + 6 = 12

rapid shot: 1d20 + 10 ⇒ (20) + 10 = 30
dmg: 1d10 + 6 ⇒ (3) + 6 = 9
rapid shot: 1d20 + 10 ⇒ (5) + 10 = 15
dmg: 1d10 + 6 ⇒ (4) + 6 = 10
rifle: 1d20 + 5 ⇒ (1) + 5 = 6

The gun also jams.

confirm: 1d20 + 10 ⇒ (10) + 10 = 20
dmg: 3d10 + 18 ⇒ (6, 2, 8) + 18 = 34

rapid shot: 1d20 + 10 ⇒ (16) + 10 = 26
dmg: 1d10 + 6 ⇒ (8) + 6 = 14
rapid shot: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 1d10 + 6 ⇒ (6) + 6 = 12
rifle: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d10 + 6 ⇒ (5) + 6 = 11

rapid shot: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 1d10 + 6 ⇒ (3) + 6 = 9

Einar feels a hail of bullets perforate him and the whole world turns red, then black as he goes down in a barrage of rifle fire, and the remaining move and turn on Dimitri.

I believe you're at - 44 after your rage drops

rifle Dimitri: 1d20 + 8 ⇒ (2) + 8 = 10

rifle Dimitri: 1d20 + 8 ⇒ (15) + 8 = 23
dmg: 1d10 + 6 ⇒ (10) + 6 = 16

Dimitri takes 16 points. Party up


Strange Aeons Grp 2 |

Greta walks in and stabs one of them.

ranseur pa: 1d20 + 14 ⇒ (18) + 14 = 32

dmg: 2d4 + 22 ⇒ (2, 1) + 22 = 25


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Dimitri desperately attempts to thin the herd, as quickly as possible...

+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (4) + 24 = 28, for 1d10 + 25 ⇒ (8) + 25 = 33 damage, +2d6 ⇒ (6, 6) = 12 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (18) + 24 = 42, for 1d10 + 25 ⇒ (10) + 25 = 35 damage, +2d6 ⇒ (1, 6) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 ⇒ (10) + 19 = 29, for 1d10 + 25 ⇒ (2) + 25 = 27 damage, +2d6 ⇒ (2, 3) = 5 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 ⇒ (12) + 14 = 26, for 1d10 + 25 ⇒ (3) + 25 = 28 damage, +2d6 ⇒ (1, 2) = 3 Holy damage.

...whilst Geist pounces forward over Einar's corpse, moving to engage one knot of zombies.

Bite: 1d20 + 15 ⇒ (11) + 15 = 26, for 1d8 + 8 ⇒ (1) + 8 = 9 damage, +1d6 ⇒ 3 Fire damage.
Claw: 1d20 + 15 ⇒ (4) + 15 = 19, for 1d6 + 8 ⇒ (2) + 8 = 10 damage, +1d6 ⇒ 3 Fire damage, +1d6 ⇒ 2 Acid damage.
Claw: 1d20 + 15 ⇒ (15) + 15 = 30, for 1d6 + 8 ⇒ (1) + 8 = 9 damage, +1d6 ⇒ 5 Fire damage, +1d6 ⇒ 6 Acid damage.
Rake: 1d20 + 15 ⇒ (10) + 15 = 25, for 1d6 + 8 ⇒ (1) + 8 = 9 damage, +1d6 ⇒ 4 Fire damage, +1d6 ⇒ 3 Acid damage.
Rake: 1d20 + 15 ⇒ (4) + 15 = 19, for 1d6 + 8 ⇒ (4) + 8 = 12 damage, +1d6 ⇒ 1 Fire damage, +1d6 ⇒ 3 Acid damage.

Meanwhile, Crummock sighs.

"Einar, mae angen i ni weithio allan ffordd o atal hyn rhag digwydd drwy'r amser!"

Aklo:
"Einar, we need to work out a way to stop this happening all the time!"

He then breathes golden mist down upon Einar, forcing the tiefling's soul back into his body...

Breath of Life: 5d8 + 13 ⇒ (1, 8, 4, 1, 6) + 13 = 33.

...but leaving him only *just* this side of death's door.


Retired to Triaxius

so now -11 HP :-)


Strange Aeons Grp 2 |

I was calculating on shooting Einar until he went down. I realised I miscalculated - this attack would have gone on Dimitri.
rapid shot: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 1d10 + 6 ⇒ (3) + 6 = 9
I apologise for fking up but maths is not my strong suit, and I've been posting from phone so it's a bit hard to count things straight.


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

No dramas - I'll mark another 9 points off on Dimitri.

Hopefully, this time around they won't be so much 'heavy machine gun fusillade' and more simply 'firing squad'.


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Male Ratfolk NG Arcanist 18 | HP 130/130 | AC 27 Tch 16 Fl 24 | CMB +8 CMD 23 | F +15 R +14 W +15, +2 vs. Disease | Init +8 | Perc +20, +2 when Nivean near | Speed 20 | Spells: 6/6 6/6 3/6 6/6 6/6 6/6 2/5 5/5 2/3 Ares 15/24 RoP 3/6 Rod 0/6 3/3 | Mind Blank

Moving up, Mr. Whiskers peers around the corner and casts create pit on three of the riflemen, pumping in some of his reservoir in order to create the pit faster.

DC 19+2 = 21 Reflex, drew the pit in.


Strange Aeons Grp 2 |

Dimitri blasts up the two that are in his sight, while Geist rips apart another, which explodes.

Acid dmg to Geist: 4d6 ⇒ (5, 2, 2, 2) = 11

Geist is unharmed by the acid.

ref save v pit: 1d20 + 6 ⇒ (9) + 6 = 15
ref save v pit: 1d20 + 6 ⇒ (7) + 6 = 13
ref save v pit: 1d20 + 6 ⇒ (19) + 6 = 25

Two of them fall into the pit, but one manages to balance on the edge.

falling damage: 3d6 ⇒ (3, 6, 5) = 14


Strange Aeons Grp 2 |

All 3 take a step back. One fires at Geist, the other two at Dimitri.

Jammed gun - Geist

Rifle, rapidshot, point blank shot, deadly aim: 1d20 + 6 ⇒ (9) + 6 = 15
dmg: 1d10 + 7 ⇒ (3) + 7 = 10
Rifle, rapidshot, point blank shot, deadly aim: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d10 + 7 ⇒ (7) + 7 = 14
rifle, point blank shot: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 1d10 + 7 ⇒ (10) + 7 = 17

The first shot hits Geist but does him no harm, the other two nick him slightly.

Geist takes 11 points of damage after DR.

Unjammed guns - Dimitri

Rapid shot: 1d20 + 10 ⇒ (1) + 10 = 11
Rapid shot: 1d20 + 8 ⇒ (12) + 8 = 20
dmg: 1d10 + 4 ⇒ (2) + 4 = 6

A bullet grazes Dimitri's shoulder. He takes 6 points of dmg
Then the gun jams.

Dimitri dodges the other two bullets, Matrix style.

Rapid shot: 1d20 + 10 ⇒ (4) + 10 = 14
Rapid shot: 1d20 + 10 ⇒ (7) + 10 = 17

Despite the creatures pulling the trigger - the gun does not shoot anything else.

Aka out of Ammno

Party up


Strange Aeons Grp 2 |

Greta double moves and moves behind one of the trench zombies.


Retired to Triaxius

Einar breaths, in and out, shallowly, but he is breathing :-)


Male Bleachling (Gnome) Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Dimitri unleashes hell upon the zombies that he can see...

+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (2) + 24 = 26, for 1d10 + 25 ⇒ (2) + 25 = 27 damage, +2d6 ⇒ (4, 5) = 9 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 24 ⇒ (5) + 24 = 29, for 1d10 + 25 ⇒ (9) + 25 = 34 damage, +2d6 ⇒ (6, 3) = 9 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 19 ⇒ (4) + 19 = 23, for 1d10 + 25 ⇒ (5) + 25 = 30 damage, +2d6 ⇒ (5, 2) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 14 ⇒ (18) + 14 = 32, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (4, 1) = 5 Holy damage.

...whilst Geist claws-up the ones attacking him.

Bite: 1d20 + 15 ⇒ (17) + 15 = 32, for 1d8 + 8 ⇒ (8) + 8 = 16 damage, +1d6 ⇒ 3 Fire damage.
Claw: 1d20 + 15 ⇒ (11) + 15 = 26, for 1d6 + 8 ⇒ (3) + 8 = 11 damage, +1d6 ⇒ 6 Fire damage, +1d6 ⇒ 6 Acid damage.
Claw: 1d20 + 15 ⇒ (4) + 15 = 19, for 1d6 + 8 ⇒ (2) + 8 = 10 damage, +1d6 ⇒ 5 Fire damage, +1d6 ⇒ 1 Acid damage.

Wincing, Crummock then pours healing energy into Einar, causing small wounds in the shape of bullet holes to starting bleeding, like stigmata, all across his body.

CSW: 3d8 + 13 ⇒ (6, 1, 5) + 13 = 25.

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