Shisumo's The Gamesters of Akiton (Inactive)

Game Master Shisumo

Current Scores:
Maro City Volunteer Brigade 52; The New Frogmen 66; Emirikol's Emirikrushers 72; Pentakill 43; Smash and Grab 0.

Canyon City Crawl map
Crowd:
Pentakill- HELPFUL (DC 24); +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws; victory points - Mira, Okian
Monsters - FRIENDLY (DC 21); +1 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws
Performance Combat rules


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M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

"Let's lighten up this room a bit!"

Standard Action cast Fireball between the two undead across the room directly in front of us. (Pretty sure I can get them both with a radius of 20ft).
Reflex DC 18

Damage: 6d6 ⇒ (3, 4, 6, 1, 6, 4) = 24
Swift Action: Combat Performance

Think I'm gonna try a performance check since there are six baddies.
Combat Performance: 1d20 + 8 ⇒ (12) + 8 = 20
Wooo!


GM Screen:
Ref save wight #2: 1d20 + 2 ⇒ (17) + 2 = 19, Ref save wight #3: 1d20 + 2 ⇒ (16) + 2 = 18
Wight #1 26/26hp
Wight #2 14/26hp
Wight #3 14/26hp
Wight #4 26/26hp
Wight #5 26/26hp
Wight #6 26/26hp
Wight #7 26/26hp
Wight #8 26/26hp

3d6 ⇒ (5, 4, 3) = 12

Otto sends a tiny mote of flame across the room, and it explodes into a massive ball of fire on the room's far edge. Although two of the mouldering undead are caught in the blast, both appear to jump at least partway clear, leaving themselves damaged but not vitally injured. Nonetheless, the unseen crowd roars its approval for the opening move, and the scoreboard above you buzzes a new point.

With the new arrivals, though, the undead quickly turn to new victims and begin to approach Pentakill with lethal intent. They rush toward you, but only two can manage reach you, charging with fury at Okian and Otto. Neither manages to land their strikes, though.

Wight #1 slam with charge on Otto: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18, damage: 1d4 + 1 ⇒ (2) + 1 = 3 plus 1 negative level
Wight #6 slam with charge on Okian: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16, damage: 1d4 + 1 ⇒ (2) + 1 = 3 plus 1 negative level

Everyone else but Otto now.


Female Android Bard (Archivist) 6 | HP:39/45 | Init: +2 | BAB: +4 | Senses: Perception +11, LLV, DV 60 ft | AC 21 T 13 FF 18 | F +5 R +8 W+6 | Perf 14/22 | Naturalist +2 | 1st (4/5) 2nd (1/4)

Kn Religion: 1d20 + 14 ⇒ (1) + 14 = 15

"These are wights! I am afraid I do not know too much about them but I will share what I can."

Starting up performance. Good thing there are no natural 1's in skill checks.


Knowledge (Religion): 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Perception + Inspiration: 1d20 + 10 + 2 + 1d6 ⇒ (3) + 10 + 2 + (2) = 17

Round 1

Oster doesn't know what those undead are, but Mira says that they're Wights. That's not good. He draws his rapier to make sure that it's ready to go, then concentrates on the farther away of the two that's in line with himself and Otto. Using the hand which isn't holding the rapier, he makes a shape like a gun and pretends to fire it three times at the target in rapid succession. Each time he "shoots," his finger sends a missile of force swerving around and into the wight he's aiming at.

move action: draw weapon. Standard Action: Magic Missile
Magic Missile: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

Is the Wight's attack vs Touch or regular AC? Need to know to determine if the negative levels apply.


Regular AC. You were not struck.

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

Okian swings the blade around, hoping to clear some space around him with the hefty greatsword. He has yet to bring out the polearm still on his back, but he figures it likely isn't needed this time.

With a heavy exhalation, the blade swings into the wight, once, then twice again.
Full Attack Action on the wight that attacked him
Power attack 1: 1d20 + 10 + 2 + 1 - 2 ⇒ (17) + 10 + 2 + 1 - 2 = 28
Power Attack Damage 1: 2d6 + 6 + 6 ⇒ (6, 4) + 6 + 6 = 22
Power attack 2: 1d20 + 6 + 2 + 1 - 2 ⇒ (2) + 6 + 2 + 1 - 2 = 9
Power Attack Damage 2: 2d6 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16


Okian's massive sword all but cuts the wight in half - as it is a corpse, it does not bleed, but the wound exposes rotten muscle and shattered ribs. It still growls menacingly, though, and readies itself for another attack.

GM Screen:
Wight #1 26/26hp
Wight #2 14/26hp
Wight #3 14/26hp
Wight #4 26/26hp
Wight #5 26/26hp
Wight #6 4/26hp
Wight #7 26/26hp
Wight #8 26/26hp


Ko still to go.


Ko focuses a moment before using gravity to buffet the wight in front of Okian.

Gravity Blast: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Between cover and attempting to avoid striking Okian, Ko's blast misses the wight.

Otto.


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto notices he's in a tight spot and hops back through his allies so Ko can get a piece of the action.

Full round action | Withdraw
Using the Victory Point I just got to auto succeed on the performance check caused by the withdraw action.
I'm pretty sure that's how that works.


It does.

As Otto falls bck, the wights rush in to fill the gap - but first, two of them produce odd, glowing objects from their belts and ready them to throw. Each is about the size of a fist and shaped like a jack-o'-lantern's head. The two wights hurl the jacks at Oster and Ko. The throws are off-target, though, which is reassuring when they explode.

Pumpkin bomb at Oster, ranged touch with range penalties: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12, damage: 1d6 ⇒ 6 fire and a DC 15 Reflex save.
Pumpkin bomb at Ko, ranged touch with range penalties: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8, damage: 1d6 ⇒ 5 fire and a DC 15 Reflex save.

The rest keep coming, however, and throw their life draining punches at Oster and Okian. One punch manages to make it through Oster's defenses, and he feels a horrible weakness sweep through him.

Wight #1 slam on Oster: 1d20 + 4 ⇒ (9) + 4 = 13, damage: 1d4 + 1 ⇒ (3) + 1 = 4 plus energy drain.
Wight #2 slam on Oster: 1d20 + 4 ⇒ (19) + 4 = 23, damage: 1d4 + 1 ⇒ (1) + 1 = 2 plus energy drain.
Wight #6 slam on Okian: 1d20 + 4 ⇒ (11) + 4 = 15, damage: 1d4 + 1 ⇒ (4) + 1 = 5 plus energy drain.

GM Screen:
Wight #1 26/26hp
Wight #2 14/26hp
Wight #3 14/26hp plus 5 temp
Wight #4 26/26hp
Wight #5 26/26hp
Wight #6 26/26hp
Wight #7 26/26hp
Wight #8 26/26hp

You guys can all go again.


Round 2

Oster feels the wight slam into him. For a moment he starts to scoff at how little it hurt, especially compared to the ogres in the three-lock room, but then he lets out an involuntary HURK as it feels like his very soul is being ripped apart.

Feeling weakened, he tries desperately to study the one right in front of him and then stab it with his rapier, but it feels like there are weights attached to his arms and he's swimming in deep water.

Attack Bonuses: +2 (Mira), +2 (Crowd), +3 (Studied Combat); -2 (power attack), -1 (negative level), -1 (dex damage)
Rapier Attack: 1d20 + 8 + 2 + 2 + 3 - 2 - 1 - 1 ⇒ (1) + 8 + 2 + 2 + 3 - 2 - 1 - 1 = 12

Mandatory Performance Check: 1d20 ⇒ 7

sorry guys :(


Female Android Bard (Archivist) 6 | HP:39/45 | Init: +2 | BAB: +4 | Senses: Perception +11, LLV, DV 60 ft | AC 21 T 13 FF 18 | F +5 R +8 W+6 | Perf 14/22 | Naturalist +2 | 1st (4/5) 2nd (1/4)

Mira waves her hand and a cloud of sparkling dust appears in the middle of the wights.

Casting Glitterdust, DC 14 will or blinded for six rounds. I think I can place it so that it hits every wight except the one in front of Oster without hitting any allies.


GM Screen:
3d6 ⇒ (1, 5, 4) = 10
Wight #1 Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Wight #3 Will save: 1d20 + 5 ⇒ (20) + 5 = 25
Wight #4 Will save: 1d20 + 5 ⇒ (13) + 5 = 18
Wight #5 Will save: 1d20 + 5 ⇒ (4) + 5 = 9
Wight #6 Will save: 1d20 + 5 ⇒ (1) + 5 = 6
Wight #7 Will save: 1d20 + 5 ⇒ (5) + 5 = 10

There is a loud series of boos as Oster fumbles his attack, but it is cut off as though Mira's spell were a razor. A quiet gasp can be heard, but it seems that only two of the undead creatures took the full blast to their faces.

Except, now that there is glitter cover it, the heroes of Pentakill see there is a seventh wight creeping toward them across the ceiling! It too appears to be impacted by the glitterdust, however.

The blinded wights are the three nearest Okian. Okian, Otto, Ko, all still to go this round.


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Well, they're still nice and grouped up so..

"Get out of the way, you freaks!" Otto shouts as he releases an immense blast of electricity past his allies.

(Electric) Fireball | Reflex DC 18 for half
Aiming behind the Wights so I can get all of them save the closest.

Damage: 6d6 ⇒ (3, 1, 5, 3, 1, 3) = 16

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

Okian swings the blade down again, this time aiming for the neck of the wight, hoping that by severing the head, he can send the poor soul to rest.

Full Attack Action on the wight that attacked him
Power attack 1: 1d20 + 10 + 2 + 1 - 2 ⇒ (16) + 10 + 2 + 1 - 2 = 27
Power Attack Damage 1: 2d6 + 6 + 6 ⇒ (6, 6) + 6 + 6 = 24
Power attack 2: 1d20 + 6 + 2 + 1 - 2 ⇒ (11) + 6 + 2 + 1 - 2 = 18
Power Attack Damage 2: 2d6 + 6 + 6 ⇒ (3, 5) + 6 + 6 = 20


GM Screen:
Wight #1 Ref save: 1d20 + 2 ⇒ (4) + 2 = 6
Wight #3 Ref save: 1d20 + 2 ⇒ (6) + 2 = 8
Wight #4 Ref save: 1d20 + 2 ⇒ (2) + 2 = 4
Wight #5 Ref save: 1d20 + 2 ⇒ (2) + 2 = 4
Wight #6 Ref save: 1d20 + 2 ⇒ (9) + 2 = 11
Wight #7 Ref save: 1d20 + 2 ⇒ (4) + 2 = 6
Wight #8 Ref save: 1d20 + 2 ⇒ (12) + 2 = 14

Wight #2 14/26hp
Wight #3 3/26hp
Wight #4 10/26hp
Wight #5 10/26hp - blinded
Wight #7 10/26hp - blinded
Wight #8 10/26hp

There is a spectacular explosion as lightning engulfs the wights, searing undead flesh everywhere. In the aftermath, Okian swings his heavy blade twice, and two blows finish off as many foes.

Okian, your first attack dropped your target, so I moved you on to another one. I left the one closest to Oster still up so Ko still has someone to flurry at. Do you want to take any or all of the Performance checks you're entitled to here?

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

I'll take one test.

Performance combat:: 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 19


Ko attacks the wight next to him, a veritable whirlwind of fists and steel.

Temple Sword 1(Attack 1): 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 21
Temple Sword 1(Attack 2): 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
Temple Sword 2 (Attack 1): 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25
Temple Sword 2 (Attack 2): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Unarmed Strike(Attack 1): 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24
Unarmed Strike(Attack 1): 1d20 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14
Temple Sword 1(Damage 1): 1d8 + 5 ⇒ (6) + 5 = 11
Temple Sword 1(Damage 2): 1d8 + 5 ⇒ (6) + 5 = 11
Temple Sword 2 (Damage 1): 1d8 + 4 ⇒ (2) + 4 = 6
Temple Sword 2 (Damage 2): 1d8 + 4 ⇒ (5) + 4 = 9
Unarmed Strike(Damage 1): 1d8 + 4 ⇒ (1) + 4 = 5
Unarmed Strike(Damage 1): 1d8 + 4 ⇒ (6) + 4 = 10


As Okian celebrates his success against the wights, the scoreboard overhead dings and dings again.

With two swings of his two swords, Ko finishes off the next wight in the group, returning it to the peace of true death.

Ko can make a Performance check now if he would like.

GM Screen:
Wight #3 3/26hp
Wight #4 10/26hp
Wight #5 10/26hp - blinded
Wight #7 10/26hp - blinded
Wight #8 10/26hp


Are all the wights we see destroyed? I think that's what happened, but I'm not entirely sure.


No - all the ones still on the map are still "alive," although none are undamaged.


Good thing I double-checked, then :P

Round 3

Recovering a bit from the draining feeling, Oster feels the world and his body return more or less to normal. He takes a moment to study the wight in front of him for weak points, finds exactly the spot he's looking for and puts everything he's got into placing his rapier right there.

Attack Bonuses: +2 (Mira), +3 (studied combat), -1 (negative level), -2 (power attack), -1 (dex damage)
Rapier Attack: 1d20 + 8 + 2 + 3 - 1 - 2 - 1 ⇒ (20) + 8 + 2 + 3 - 1 - 2 - 1 = 29
Crit Confirm?: 1d20 + 8 + 2 + 3 - 1 - 2 - 1 ⇒ (11) + 8 + 2 + 3 - 1 - 2 - 1 = 20

Damage Bonuses: +3 (studied combat), +4 (power attack), +2d6 (studied strike)
Rapier Damage: 1d6 + 2 + 3 + 4 + 2d6 ⇒ (1) + 2 + 3 + 4 + (5, 4) = 19
Crit Damage: 1d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10 studied combat/strike are precision damage so not included here

AC Bonuses: +2 (Mira), -1 (dex damage)
Current AC: 22

Free Performance Combat if crit: 1d20 ⇒ 4


Ko's passing on his Performance check. Also, I was slightly wrong earlier on account of not having access to the map at work - Ko had killed the wight in front of Oster. But there's plenty more where that one came from...

The two blinded wights struggle to recover their senses, while the two that can still see move forward to strike at Oster and Okian. The former cop and the paladin are equally adroit in defending themselves, keeping the life-draining hands of the wights away from their flesh.

Wight #3 slam on Oster: 1d20 + 4 ⇒ (3) + 4 = 7, damage: 1d4 + 1 ⇒ (4) + 1 = 5 plus energy drain.
Wight #4 slam on Okian: 1d20 + 4 ⇒ (9) + 4 = 13, damage: 1d4 + 1 ⇒ (3) + 1 = 4 plus energy drain.

GM Screen:
Wight #5 Will save: 1d20 + 5 ⇒ (10) + 5 = 15
Wight #7 Will save: 1d20 + 5 ⇒ (5) + 5 = 10

Wight #4 10/26hp
Wight #5 10/26hp
Wight #7 10/26hp - blinded
Wight #8 10/26hp

One of the wights manages to shake itself free of the lingering blindness, just in time to see Oster's rapier cleanly sever the head of one of its companions at the spine. Another point dings on the scoreboard overhead.

Okian, Mira, Otto, Ko, you can all go now.


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto releases yet another blast of electrical energy, this time, in a more concentrated pulse. He aims for the closest wight in front of Okian

(Electric) Snowball | DC 16 Fort save or staggered for 1 round
+1 from PBS | +2 from crowd
Ranged Touch Attack: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Damage: 5d6 + 1 ⇒ (4, 5, 1, 3, 4) + 1 = 18

Don't want to use up all my 3rd level spells.


Otto's blast sends another wight back to the grave.

The blinded wight is in front of Okian and to the right.


Female Android Bard (Archivist) 6 | HP:39/45 | Init: +2 | BAB: +4 | Senses: Perception +11, LLV, DV 60 ft | AC 21 T 13 FF 18 | F +5 R +8 W+6 | Perf 14/22 | Naturalist +2 | 1st (4/5) 2nd (1/4)

Going to pass my turn, I think. Don't want to spend any more spells on the clean up and getting in position to aid another would just block the way for the real melee DPR.


Okian, Ko, you still have actions.

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

The paladin steps forwards slightly, swinging the blade into the neck of the wight in front of him, planning to send the creature to its rest. His second attack is sent into the other wight for the same effect.

First, 5ft step forward, then Full Attack Action first on the wight in front, then again on the wight to his right.
Power attack 1: 1d20 + 10 + 2 + 1 - 2 ⇒ (18) + 10 + 2 + 1 - 2 = 29
Power Attack Damage 1: 2d6 + 6 + 6 ⇒ (1, 1) + 6 + 6 = 14
Power attack 2: 1d20 + 6 + 2 + 1 - 2 ⇒ (8) + 6 + 2 + 1 - 2 = 15
Power Attack Damage 2: 2d6 + 6 + 6 ⇒ (6, 2) + 6 + 6 = 20


The last two wights before you fall beneath the holy weight of Okian's blade, and now you are just left with the shadowy, faux-spooky room and the dancing, shimmying "vampiric princesses."

Okian can make a Performance check for dropping the bodies and the multiple successful attacks, should he wish to do so.


Oster breathes a sigh of relief as the remaining wights are finished off before they have time to try draining him some more. It's not at all a pleasant experience. He moves gingerly into the room and takes a long look around, looking to see if there's anything interesting about this room that they haven't already dealt with, but especially looking for another one of those secret compartments where there might be a hidden scepter.

+2 crowd, -1 neg level
Perception + Inspiration: 1d20 + 10 + 2 - 1 + 1d6 ⇒ (16) + 10 + 2 - 1 + (4) = 31 +3 vs traps


Oster does not find a hidden compartment - instead, he notices that the tallest of the long table's centerpieces, right in the middle, is actually built around another one of the crystalline scepters, just like the one in the Three Lock box.

He also notices there is one more wight still clinging to the ceiling, shadowing the group as it begins to filter into the room.


Oster spots the centerpiece and the scepter, but feels a sudden sinking tightness in his gut as he spots the remaining wight out of the corner of his eye. "Guys, guys, company," he calls to get their attention and points at it emphatically to alert the others before launching a barrage of magic missiles at it. The scepter can wait until they're actually done with the important work of clearing the room.

Magic Missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto relaxes slightly once the last wight he can see falls. When Oster warns the team and moves forward far enough to get a shot at the creature and releases a weak bolt of electricity.

Elemental Ray (Bloodline Power)
Ranged Touch Attack: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Electricity Damage: 1d6 + 3 ⇒ (1) + 3 = 4


The hiding wight, already damaged by Otto's area magics (even though he didn't know the wight was there!), cannot survive the assault of Oster's mental bolts, and falls from the ceiling. The scoreboard marks the victory with another point.

And that really is all the wights.


Oster starts laughing a little, nervous laughter at first, but rapidly accelerating into actual, uncontrollable gales. It wasn't until that last, hiding wight, that this whole experience had felt like real life for him and not some sort of extreme sport. The fact that, to everyone watching, this is nothing more than an extreme sport just hammered home the combination of simultaneous seriousness and absurdity all at once. He takes a seat on the floor with his legs crossed for a minute or so until he can regain control of himself enough to get up and grab the second scepter from its place on the table and transfer it to his handy haversack for later.

"Ko, you had the unfortunate position of picking last in the other room, so if you want to try again with the best odds in this room that's fine. Perhaps we should go entirely in reverse order this go-around."


Is anyone going to pick a princess? Or do something else?


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto hears Oster talking, but doesn't really process his words. He's concentrated on the prize. Seeing the danger has passed, the sorcerer scampers across the room to take the hand of the princess in the northeast corner.


GM Screen:
1d6 ⇒ 2

The princess shimmers, then flickers out of existence, to be replaced by...

...a new car! The brand new '18 Cision Motors Spectre LE, with room for five and a zero-140 of 3.7 seconds! When night falls and the hunt for thrills begins, that's when you want the Spectre!


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto cheers with excitement at the outcome of his choice. Under the surface however, he is slightly disappointed that a new target for his magics didn't reveal itself.


Oster, meanwhile, is wondering what the cash value of that particular prize might be. Probably more than the vacation package, that's likely. Although he's now starting to think that a vacation might be just the thing when this is all over and Izzy is saved.

That little reminder of why he's here makes him disinclined to make this take any longer than it absolutely has to, and so the announcement is barely finished before he chooses the northwest princess.


GM Screen:
1d5 ⇒ 4

Oster's princess disappears and is replaced with a sparkling sign reading "5000 Credits!"

Four princesses left!

Grand Lodge

Male Human Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

Okian looks about, still processing the events that just happened. He kneels on the floor, the tip of his sword pointing directly at the ceiling, and he prays for a good few moments, wishing the poor souls he had just fought have a better rest than last time, so that they may no longer bother those who come after them.

He prays for some moments, not even noticing the others have gone, and not even taking the opportunity to pump up the crowd after dispatching the pair of wights towards the end of the fight. He hasn't even selected a princess, opting to go last.


Female Android Bard (Archivist) 6 | HP:39/45 | Init: +2 | BAB: +4 | Senses: Perception +11, LLV, DV 60 ft | AC 21 T 13 FF 18 | F +5 R +8 W+6 | Perf 14/22 | Naturalist +2 | 1st (4/5) 2nd (1/4)

With two successes in a row, Mira walks swiftly towards the southeast princess, taking her hand with a smile.


Ko narrows his eyes for a moment before walking over to the princess nearest to Oster and extending his two empty hands.


Mira's princess flickers and turns into...

GM Screen:
1d4 ⇒ 1

...another woman, even as all the rest of the princesses disappear as well. The new arrival is every bit as pale as the heavily made-up dancers were before her, but this time her skin's white sheen seems far more natural and inherent. Large, black bat-like wings rise above her shoulders, and her elongated fangs glitter in the electric lightning. A rapier rests in one long-nailed hand, and the other bears a buckler marked with a blood-red rune in the shape of a stylized skull. She smiles, and murmurs, "I've never tasted the blood of a machine before, my sweet," licking her lips as she points the rapier at Mira.

Initiatives!
Ko: 1d20 + 3 ⇒ (14) + 3 = 17
Mira: 1d20 + 2 ⇒ (16) + 2 = 18
Okian: 1d20 + 7 ⇒ (2) + 7 = 9
Oster: 1d20 + 3 ⇒ (3) + 3 = 6
Otto: 1d20 + 11 ⇒ (19) + 11 = 30

Karmilya: 1d20 + 6 ⇒ (15) + 6 = 21

Otto, you're up, then
the vamp, then
everyone else!

Knowledge (local) DC 7:
The woman is clearly at least partly dhampir, one of the rare human/vampire hybrids. However, she is just as clearly not that alone; some other - or otherworldly - taint runs through her bloodstream as well.

Knowledge (planes) DC 12:
The woman is some kind of half-fiend, her mortal blood mixed with some kind of supernatural creature. She's no longer a humanoid, but instead a native outsider.

Knowledge (religion), DC 20:
The Rune of the Blood Red Skull is the unholy symbol of Zura, the Demon Lord of blood, cannibalism, and vampires.

Mira, you're looking for a DC 17 on Knowledge (the planes) to be able to use your Naturalist performance.


M Human Sorcerer 6 | HP: 41/41 | AC 20 T 15 F 15 | Perf. Combat +8 | CMB +2 CMD 17 | F +5 R +8 W +6 | Init: +11 | Perc: +11 | Spells: 1st 0/8, 2nd 4/6, 3rd 2/4

Otto spins to face his new opponent and rushes towards her, launching a blast of electricity once he's within range.

Move Action | 30ft move
Standard Action | Cast (Electricity) Snowball
(Range is 40ft so I'm just close enough)

Ranged Touch Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Electricity Damage: 5d6 ⇒ (4, 4, 3, 1, 2) = 14


Otto's strike easily hits the new arrival... but she is remarkably unscathed by the attack, with most of the electrical arcs simply absorbed by her body without effect.

Definitely some electricity resistance on this one too, Otto.

The vampiric-looking woman smiles more widely, inclining her head at the sorcerer before calling out, I... am Karmilya! And you are my prey!" She touches the symbol on the front of her buckler for a moment, chanting, then steps around Mira to the west and backs a few paces away.

Can't move on the map from work, but she's now two squares west of Mira. Everyone but Otto is up.

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