The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 3 ⇒ (7) + 3 = 10
10d6 ⇒ (6, 4, 2, 3, 4, 5, 6, 2, 6, 5) = 43 sweet add in the 50% for it being an area spell and we might doo this.

Growls in pains and lets fly with a lighting bolt. Wild arcana +2cl lighting bolt mp4/7


Unnamed

hey varin what is your current HP?

1d20 ⇒ 16

The worm seems to dodge a significant portion of the blast, but if bugs could look angry this one does.

Bad news coming for you guys next round. You bettter do something awesome. I just pulled a punch


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"He's casting a shadow evocation of cone of cold. Its not all real!" Boneyard fights off the illusion and dodges out of the way of the cone only catching a small amount of damage and managing to hold onto the silence spell.
Spellcraft 1d20 + 8 ⇒ (18) + 8 = 26
Will save 1d20 + 9 ⇒ (12) + 9 = 21
Reflex save 1d20 + 9 ⇒ (17) + 9 = 26
Concentration 1d20 + 12 ⇒ (5) + 12 = 17 DC = 10 + 4 (damage) + 2 (spell level) = 16
Coin toss 1d20 + 7 ⇒ (20) + 7 = 27
Coin toss confirm to go down his bloody throat 1d20 + 7 ⇒ (1) + 7 = 8 Oh well, worth a shot.
Fort save to get off a full 4d6 fire breath 1d20 + 4 ⇒ (12) + 4 = 16
Expend a use of mythic power to recast fire breath
Fire breath 4d6 ⇒ (6, 5, 6, 2) = 19
Hit 'im hard Varin


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Ach, it had to hit Mizaru's worst save.

Will: 1d20 + 7 ⇒ (1) + 7 = 8

OH COME ON.

Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Phew.

Cure Serious Wounds: 3d8 + 1d15 ⇒ (4, 6, 3) + (13) = 26 The 1d15 is for CL because I don't know what its CL is. Just tell me if that's fine or not.

Current HP (Raging): 26/113

Better have a good trick up your sleeves! I can only play a defensive game right now. *Mizaru makes some very rude comments about magic.*

Mizaru is unable to recognize the magic for what it is despite Boneyard's warning, too caught up in trying to survive that he's running on mere instinct. He leaps out of the way but still takes damage and barely recognizes the potion in his hand that Varin passed to him for what it is. He chugs the potion nonetheless as his body bleeds and heals in turns.


Unnamed

Gunser throws his last flask

1d20 ⇒ 20 1d6 ⇒ 3

[ooc] well done. had you failed that concentration boneyard it was a guaranteed TPK, he was about to Black entacle you
1d20 ⇒ 19 1d6 ⇒ 1


Unnamed

The Worm creature steps out of the silent area, into the clear area of the floor. He points at Boneyard and casts

Spellcraft 19:
Phantasmal Killer

Will 19

Failed:
DC 19 Fort if you fail you are DEAD. Made it take 3d6 ⇒ (5, 2, 3) = 10

Made it? Nothing Happens.

GO HEROES!


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Is Mizaru close enough to go into the silent area, pick up the coin with his tail as a swift action, and then throw it at the worm again?


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

10d6 ⇒ (2, 3, 5, 5, 1, 2, 4, 5, 6, 6) = 39 remember to add 50% to what he takes. Dc 19 ref. Mp 3/7

Die once and for all abomination


Unnamed

I am not forgetting, other thing going on


Unnamed

sure mzaru, make me an acrobatics to get the throw and an attack roll


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32
Coin (Ranged): 1d20 + 10 ⇒ (19) + 10 = 29


Unnamed

The coin lands between the worms legs, silencing Varin, worm, gunser and bone

1d20 ⇒ 1 the worm takes max damage


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard fumbles around in his mind trying to recall the spell. Fool, you should have been paying attention to this one! It nearly catches him, but Boneyard summons all of his luck and reserves to fight it off...just in time for the coin to fall in just the wrong spot. Anything else that can go wrong? he thinks and opens his mouth in a silent belch of flames all over the worm.
Spellcraft 1d20 + 8 ⇒ (1) + 8 = 9
Will save 1d20 + 9 ⇒ (1) + 9 = 10
Luck weapon reroll 1d20 + 9 ⇒ (9) + 9 = 18
Mythic point 1d6 ⇒ 5 for 23
One of the saved up fire breaths 2d6 ⇒ (1, 3) = 4


Unnamed

The worm creature falls backwards hits the ground and breaks apart. All the bugs everywhere else scatter

He had 3 HP left, technically I suppose her is not DEAD, but meh.

ENJOY 9000 XP


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Had to pull out all the stops there to stay alive! Whew!


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Perception to search room and any remains of the worm creature using sift because I'm paranoid again now! 1d20 + 16 ⇒ (2) + 16 = 18


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

I owe a Will save and Reflex?
Will+7: 1d20 + 7 ⇒ (16) + 7 = 23 Made Will.
Ref+4: 1d20 + 4 ⇒ (19) + 4 = 23 Made Ref.
(Takes 4 HP)

Fleet Charge: SwA, move and strike at +1, ignores DR
OarStaff +2 Vicious, +2 Arcane Pool, +2 STR, +2 Heroism -2 Spellstrike, -2 Mythic Power Attack, +6 BAB = +10 to hit. Damage 1d6 +3 STR, +9 mPA, +2 +2 AP +2d6 Vicious = 3d6+16.
+10 to hit: 1d20 + 10 ⇒ (19) + 10 = 29 (Actually, add the +1 from Fleet Charge)
3d6+16: 3d6 + 16 ⇒ (2, 4, 1) + 16 = 23 (Ignores DR)
Vicious feedback damage to Gunser: 1d6 ⇒ 5

Normal full attacks (BAB 6/1):

OarStaff +2 Vicious, +2 Arcane Pool, +2 STR, +2 Heroism -2 Spellstrike, -2 Mythic Power Attack, +6 BAB = +10 to hit. Damage 1d6 +3 STR, +9 mPA, +2 +2 AP +2d6 Vicious = 3d6+16.

+10 to hit: 1d20 + 10 ⇒ (1) + 10 = 11 Wiff.
+5 to hit: 1d20 + 5 ⇒ (2) + 5 = 7 Wiff.

Domain power used as part of SpellStrike: SeaLord
Channel, heals 4d6 to all aquatics in range, 4d6+8 on Gunser.
4d6+8: 4d6 + 8 ⇒ (3, 4, 3, 4) + 8 = 22

(I've been mostly useless for you guys, sorry)


Unnamed

no worry and the fight is over, you rally kileld it deader there gunser! Everythig ok?


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

LOL. Ninja'd. That's what happens when you compose live. Mrs. is in the rehab ward of the hospital now, learning to work around loss of most of her left side's control. I'm back to work, but probably reduced hours, lots to do...


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Vairn lighting bi lts what's left of it. Mp 1/7

Mini and his freaking cr 13s


Unnamed

bah you barely got scratched!


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yeah but if I was super squishy like bone I'd be dead ded dead. Now what's this sucker got on him.


Unnamed

nothing-well 9000 xp per person. He was made of worms. Every time he disolves everything would have fallen off.


Unnamed

The room has cleared of bugs completely.

Perception 25:

You find a brick in the wall that swings open Revealing

1) Divine Scroll, Energy drain CL 17
2) Staff of Charming
3) Universal solvent : 50gp [+]
4) Divine Scroll, Wall of fire CL 9
5) Potion of Bull's strength CL 3
6) Arcane Scroll, Fire trap CL 7
7) Divine Scroll, Ethereal jaunt CL 13
8) Cloak of Resistance +4

The following Gems: Emerald 843gp, Freshwater (irregular) pearl 2gp, Rock crystal (clear quartz) 21gp, Red garnet 89gp, Star rose quartz 35gp, Freshwater (irregular) pearl 6gp, Golden pearl 62gp, Blue quartz 6gp, Obsidian 3gp, Tigereye 1gp, Obsidian 1gp


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Thought his gear was carried inside the swarm. Oh well wait did we just lvl again?


Unnamed

I dunno I stopped keeping track for you guys :) Another 9k. It is possible that you did since you guys missed the last one for a while.

the only reason you guys rent dead dead is because he is worms, otherwise he would have had a +4 headband


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Gunser, I wish your wife the best in her recovery. We miss you, but take your time coming back to us. Sounds like you have a lot going on.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I second that.


Unnamed

Yessir.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru is pretty filthy right now I imagine. I mean, he probably hasn't had a bath since the lake and he's been bled and covered in various substances since.

Current HP (non-raging): 10/98

Mizaru wipes some of his blood away, though all it does is cover his fur and clothes more evenly with the fluid.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21

"I do not wish to rest here," he says.


Unnamed

1d20 + 9 ⇒ (18) + 9 = 27

1d20 + 16 ⇒ (10) + 16 = 26


Unnamed

Simultaneously Gunser and Boneyard spot a compartment in the wall.

You can all check the spoiler above


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Well, well, well, look what we have here. Given how unfriendly this place has been why don't we go find a place to rest and see what we have here."
I think we're all voting to go rest, perhaps back up in the graveyard. Meantime, we'll work out who should get what from that cache.


Unnamed

1d100 ⇒ 82

the night passes uneventfully


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Potion of Bull's Strength for me! Cloak of Resistance would be appreciated, but it depends on who you think would need the boost to their saves the most.

Mizaru is out cold for most of the night yet still twitches at every little sound, as if ready to wake and fight.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

The next day, Boneyard checks to make sure everyone is ready to go and then checks the door for traps and anything he can hear on the other side.
Perception 1d20 + 18 ⇒ (15) + 18 = 33


Unnamed

Finding no traps Boneyard inserts the sword into the rod, completing the key and inserts that into the keyhole, he turns it and the rod remains

The tomb opens like a hinged lid and a gently sloping ramp is underneath leading into a long dimly lit tunnel


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Checking for more traps along the way, Boneyard enters the tunnel.
Perception 1d20 + 18 ⇒ (6) + 18 = 24


Unnamed

Seems safe as can be.

The tunnel goes about half a mile. You come to a set of massive, 100 feet tall doors


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Well, those are certainly impressive. I wonder if this is the place. And, just how we're going to get those open." Boneyard continues toward the doors checking for traps and looking for any distinguishing marks.
Perception 1d20 + 18 ⇒ (8) + 18 = 26


Unnamed

on my phone so I can't look up his name, so we will call him Viktor

it appears to lead to the man you seek.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"They say the name of Nex's lieutenant is lost to the ages, but that he was a master dispeller. I see a name here. Viktor. And the Azlant inscription here suggests it may be the tomb of the one we seek."
How's that? Tri didn't know the dude's name. Does it look like we need the rod for a key?


Unnamed

nope.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Anyone want to do anything before we go in? Hopefully, this is either one last obstruction or perhaps now that we've been through everything else, we've reached the resting place of the lieutenant and found the staff."
Rest? Buff? or charge on?


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Is everyone fully-healed? And also levelled, because that's important, I should think.

Mizaru snaps the cloak's clasp, letting the clothing cover his lower form. "And then we leave this accursed tower?"


Unnamed

if you rest the night then yes you are fully healed, if you dont rest then you guys will have to roll it out so we know how many spells remain


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Yes Mizaru, we should finally be ready to leave this accursed tower. But, we may face one or more great challenges before we do and it may be best to rest."
I'm going to throw in a vote for resting. I burned a bunch of spells in that last encounter. Varin burned a bunch of mythic and he would have to burn a lot of spells to get Mizaru healed. We risk a night encounter, but I think we're better off going in ready for anything.


Unnamed

OK 2 out of three aint bad

And considering I rolled for you all ealier the night passes uneventfully and you are all healed.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Right you are :) I'll assume Varin will be leveled by the time we need it...

Boneyard tries opening one of the doors, hoping that in spite if their size, they might not be too bad to open.


Unnamed

The doors move smoothly open. Our heroes enter a throne room, of immense size. 200 feet across the way a circular mosaic. 100 feet further is a throne with a man seated on it.

He observes you

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