The Father of Waters

Game Master Fighting Chicken

Father of Waters Wiki

Father of Waters Spreadsheet

Eldeleth Kerehim Map

Spheres of Power wiki

Combat Map

Google Slides Combat Map


2,251 to 2,300 of 3,298 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Mechanics:

Forgot the perception check!

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

"Yd is still where he was." Nat breaks the silence to pass valuable information on to her allies.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Trying to take advantage of Nat's summoned holy beast Oios steps close to the blue ogre and tries to hit the hurt and grappled abomination, before he does so he calls on Damballah to guide his strikes.

Mechanics:

Swift Action, Judgment of Justice, +1 to attacks
One: Step into 5 foot range
Two and Three Attacks

Staff Attack One Justice Flank: 1d20 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14
Staff Attack Two Justice Flank: 1d20 + 6 + 1 - 5 + 2 ⇒ (2) + 6 + 1 - 5 + 2 = 6

Well first one might hit the grappled Ogre :(
Staff Damage War Totem: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Cursing silently at his unaugmented state, Imix channels the power of Life into the light from his shield. When the ogres flinch he steps back, gaining room for something more complicated.

mechanics:

sorry, Posting fast before site goes down
2SP for super channeling for damage, Still DC 9 will save to halve.
channel: 3d6 + 3d3 ⇒ (5, 6, 3) + (2, 2, 2) = 20


GM Screen:
Ydsp: 8/10 Yddp: 9/10 W: 2/3
Ogre blue: dead
Ogre red: 7 dmg

Bolt gives Istiel a swift kick, waking the monk - just in time for her open eyes to see the wraith rise through the floor. The wraith reaches towards Istiel, but the monk scoots just out of the way. As soon as it was there, the wraith disappears back into the ground.

Nearby, the grappled ogre is pulled to Chaquapetl, screaming in rage and pain - until Imix's power washes over it, and the ogre falls limp and silent in Chaq's jaws.

The second ogre, growling in frustration, turns his attacks on Ayida-Wedu's herald, which vanishes into a swirling mist upon the ogre's second solid strike.

From the darkness, a small bead of green energy streaks towards the heroes, exploding into a shower of acid mere inches from Nat.

Yd's voice, screeching and angry, echoes across the square.

"You take my family, I make you family!"

Mechanics:
incorporeal touch: 1d20 + 6 ⇒ (7) + 6 = 13

will save blue ogre: 1d20 + 3 ⇒ (11) + 3 = 14
will red ogre: 1d20 + 3 ⇒ (14) + 3 = 17

red ogre attack: 1d20 + 9 ⇒ (13) + 9 = 22
red ogre attack: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
red ogre attack: 1d20 + 9 - 10 ⇒ (7) + 9 - 10 = 6
damage: 3d6 + 9 ⇒ (4, 6, 5) + 9 = 24
damage: 3d6 + 9 ⇒ (4, 1, 6) + 9 = 20

acid orb: 3d6 ⇒ (4, 3, 5) = 12

OOC:
Istiel is awake and prone. Chaq is banished. Oios, Nat, Imix, and Drazan make a DC 13 Reflex save or take 12 acid damage (half with a successful save). Entangle effect is over. PCs are up!


COMBAT MAP


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Mechanics:

Reflex save: 1d20 + 4 ⇒ (9) + 4 = 13

Hoo, just!

Nat ducks on instinct as the magic darts towards her; the hot acid still burns her skin, but she avoids the worst of it. Standing, her dark eyes flash defiance at the ghost: "No. Toyme for you to rejoin your family."

Opening her left palm and stretching out her arm, she concentrates; and a stream of hazy, pale vapour extends from the holy symbol tattooed on her hand, arcing out from her towards the wraith. The glowing, vaporous light is life and health - to the living; to the undead it is purest poison. It's how she scoured Shadeholme of the nest of bodaks that were present there.

Mechanics:

1 spell point to use Ranged Life talent

5 spell points used, 11 remaining

GMBP:

Don't think the Life talent was intended to be used as a weapon, but it works in this context. It doesn't need an attack roll, or LOS as far as I can determine - the only limitation is range (touch; or close, if you take the ranged healing talent).

If you're going to rule that it can't hit him when he's in cover, please treat this as Nat's readied action for when he next emerges.

Hoping you'll rule generously on this if there's any interpretation required: incorporeal undead have a slew of advantages (immune to poison, mind effects, non-magic weapons, just for starters) and positive energy is their only real vulnerability.


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

So I missed the edit deadline by *this* much:

Forgot to roll for the spell effects.

Positive energy damage: 2d8 + 3 ⇒ (5, 4) + 3 = 12

Will save DC 15 for half


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:

Posting this turn in bits and with edit in case of crash
reflex dc 13: 1d20 + 4 ⇒ (2) + 4 = 6
nuts.
12 damage.
action 1 & 2: channel
action 3: guarded step up and right towards ogre

channel dc 9: 3d6 + 3d3 ⇒ (4, 6, 5) + (2, 2, 3) = 22

"Concentrate on this one!" Imix demands, stepping forward as his holy light continues to flood the area


Spoiler:
Ydsp: 8/10 Yddp: 9/10 W: 2/3
Ogre blue: dead
Ogre red: 18 dmg

Mechanics:
will save: 1d20 + 3 ⇒ (11) + 3 = 14

The ogre flinches and cries out in pain, as the Suriname's energy boils the creature's blood within his veins. Looking to Imix, the Ogre says, through clenched teeth, something in his native tongue. The meaning is clear. You're next.


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan transformed skin is the only thing that saves him from being melted away to nothing, and sensing his time here is nearly through, he leaps through the earth to close the gap with the remaining ogre.

Mechanics:

Reflex DC13: 1d20 + 3 ⇒ (3) + 3 = 6
Charge using burrow speed
Bane Ax: 1d20 + 9 + 3 + 2 ⇒ (4) + 9 + 3 + 2 = 18
Bane Ax dmg: 1d12 + 12 ⇒ (6) + 12 = 18
Elemental Strike Fire: 1d4 ⇒ 4
Attack
Bane Ax: 1d20 + 9 + 3 + 2 - 5 ⇒ (16) + 9 + 3 + 2 - 5 = 25
Bane Ax dmg: 1d12 + 12 ⇒ (12) + 12 = 24
Elemental Strike Fire: 1d4 ⇒ 1

RAGE
Elemental Transformation Earth
Fast Healing 1
Judgement +1
Darkvision 60 ft
30 ft burrow speed
Earth Glide
+2 Strength bonus
Resistance to acid 3
Elemental strike


The ogre's leg hurtles into the darkness, a spray of blood trailing behind it, courtesy of Drazan's Baneaxe. The ogre has just enough time to look shocked before his face is erased with Drazan's second swing.

OOC:
Oios and Istiel are up!


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Istiel wakes with a start, pushing herself off the floor as a ghostly hand swings at her. She has had many limbs and fists thrown at her for many years, but this one truly bothered her; it made no sound as it passed through the air and back into the stone.

She checks on her companions, watching as Drazen slices the face of the second ogre clean off. What happened? It does not matter. I must focus on Yd.

The monk focuses intently, waiting for the wraith to pop from the stone. If he attempts to flee, she meant to intercept.

mechanics:

Swift Action: Dragon Style

1st action: Stand up from prone (provokes an AoO from Yd if he can attack through the stone?)

2nd, 3rd action: Ready action, charge Yd if he pops up out of the stone. Istiel has 80' ground range and 60' fly range if it's a 45 degree interception and Yd is flying straight up.

[ooc]I don't know if Istiel would get her flurry on a readied action, so use whichever ones apply!

1st attack, charge: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

1st attack damage, war totem, dragon style: 1d6 + 13 + 3 ⇒ (4) + 13 + 3 = 20

-----------------------

2nd attack,flurry of blows charge: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

2nd attack damage, war totem: 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Mechanics:

Reflex: 1d20 + 2 ⇒ (5) + 2 = 7

Two Acts, spend spell point on healing Drazan
Drazan Heal: 1d8 + 3 ⇒ (7) + 3 = 10

One Act start to cast another spell

Status:
HP 20/22
SP 5/7, 4/4

Oios groans as he is splashed with acid. Still Drazan needs his attention more and he heals the warrior. The Wraith needs to be ended.


GM Screen:
Ydsp: 6/10 Yddp: 9/10 W: 2/3
B: 6.7, W: 7.7, W2: 8.0
Ogre blue: dead
Ogre red: dead

Yd's voice rings out, a quick and sharp laugh, before falling silent.

"Wraith! Hahahahahaha!"

Then, scraping, stone on stone, lots of it, moving...

Bolt yells:

Abyssal:
"Give me a weapon, g~* d&@nit!"

=================
Next Round
=================

OOC:
PCs are up!


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Drazan, tell Bolt to retreat!


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan burrows along the surface of the floor, his magic cutting the rock like a fin through water, in the direction Nat and the others had pointed earlier and more importantly to Bolt. There is no weapon that you can wield to harm this death-born. Fall back to those three and stay with them. Drazan orders Bolt in the native tongue.

Mechanics:

STATUS
RAGE
Elemental Transformation Earth
Fast Healing 1
Judgement +1
Darkvision 60 ft
30 ft burrow speed
Earth Glide
+2 Strength bonus
Resistance to acid 3
WAR TOTEM +3 DMG


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Denied her interception, Istiel determines the wraith is moving through the ground to avoid their line of sight.

The monk silently lifts off the ground as Drazen burrows beneath her, the two warriors threatening any avenue of safty the wraith may try to hide in.

Istiel has become the huntress, weaving back and forth above the chamber in search of her prey. Her torchlight casts a yellow hue from above, illuminating the ruins like giant, deadly lightning bug.

Mechanics:

Scouting out the darkened spaces, trying not to get too far ahead of everyone. BP, if Istiel sees anything that would make her stop please let me know!

Action 1: Move at 45 degree angle to L6, move 30' horizontally and increasing altitude to 30'

Action 2: Move horizontally 50'to V6

Action 3: Move horizontally 30' to V12

Perception if needed: 1d20 + 9 ⇒ (18) + 9 = 27


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios' eyes snap open as he finishes his silent exhortation to Damballah. He points to the greatest source of magic he can detect that isn't cenetered on one of their own. Great magic, is there! then Oios spreads his arms out wide and calls upon the Gods of the Valley to protect the last of their children. An aura spreads out centered on him giving all around just a bit more of their protection.

Mechanics:

Spend one spell point and action to Divine Magic (spent one last round also)
Kn:arcana on enemy magic: 1d20 + 6 ⇒ (15) + 6 = 21
Spend one spell point and two actions to cast Serendipity Consecration for three rounds. Everyone within 20 feet of Oios gets +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws

Status:
HP 10/22
SP 3/7, 4/4


OOC:
OK, things are going to get complicated. We're going to stop Istiel in the middle of her second move. Istiel still has one move left.

Istiel:
Istiel flies along the ground, towards where Yd's voice had originally come from, flagstones whipping by below her. At the edge of her torchlight, the monk spies a crevasse in the otherwise still well-made floor. Its edges are jagged and the gap is uneven, but more or less 10 feet wide. Beyond it, a collapsed building sits, the rubble mostly leveled into a sort of dias, atop which stand two hulking shapes, likely the other ogres. Between the ogres stands a finely made rock dome, 10 feet long by eight feet wide and tall, which connects to the back wall of the cavern.

The crevasse circles around the dias and off into the darkness. A ten-foot wide bridge spans the crevasse to Istiel's east.

Istiel perception DC 17:
The sounds of shuffling emanate from the crevasse, as if many feet were stumbling through the darkness.

Istiel perception DC 24:
A small, narrow stairway leads down into the crevasse, cleverly hidden by perspective, at the northeast end of the crevasse.


Oios:
Just at the edge of your divination, you see the purplish aura emanating from something in the shadows of Istiel's torch. Illusion magic of great power (relatively speaking, this is P6 after all. Caster level 6+).

Give me another arcana check, please.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Mechanics:

Arcana check Part Two
1d20 + 6 ⇒ (9) + 6 = 15


Oios:
There is a second aura, but it is more difficult to get a read on. Down from the first, closer to you, but still at the edge of your divination. It is larger, in square footage.

This one is further "south" of the first.


COMBAT MAP


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Nat takes advantage of the relative lull in combat to heal Drazan some more.

Mechanics:

1 spell point to use Ranged healing

Healing: 2d8 + 3 ⇒ (1, 1) + 3 = 5

Bleh. Better than nothing.

6 spell points used, 10 remaining


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Magic! Oios calls out as he moves up. Illusion magic to the north and something.. other in the South

If not impeded Oios will start making his way towards Isitel as she seems closest to the magic he detected


Oios:
Oios, you've spent your actions this round, correct? (one to finish the divine and two to serendipity?)


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

GM:
Yup. He'll just call out the info since we're not out of combat


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix trembles as the monster before him is bought down. Adrenaline courses through his shifted body as he confronts the nightmare life-in-death... and lives.
Striding forward he calls out the Frozen Bolt, flipping his pick around so the handle points towards his ally-in-life. 'No one should be helpless against these'.
Once level with the Drazan he once again channels power.

mechanics:

Assuming Drazan is visible if I get close, otherwise he's out of LOE.
1 action to walk forward.
2 actions to channel. SP for enhance channel: 2d6 + 2d3 ⇒ (5, 1) + (3, 3) = 12
Assuming he can get Drazan, of course.
Pick is attuned to Imix, so should be +1, I believe.
We have a bunch more picks, right? Where are they kept?


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Istiel's alchemically enhanced eyes sweep over the scene before her as she flies near the chasm. Defenses. Ogres. Undead moat. Yd is prepared. The monk arches her back and turn around in the air, speaking as she flies back towards the group. "A 10' wide moat full of undead. to the northwest. A stairway to the moat is on the northeast end. A bridge over the moat to two more ogres. A rock dome stands between them. "

She reports as quickly as possible, still soaring through the air without any intention of losing her momentum.

Mechanics:

Action 3: 30' horizontal move to M12 after a 30' turn to avoid a fly check.


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan burrows on where Istiel leads, his eyes adjusting perfecting to the darkness thanks to his elemental form.


GM Screen:
Ydsp: 6/10 Yddp: 9/10 W: 2/3
B: 6.7, W: 7.7, W2: 8.0
Ogre blue: dead
Ogre red: dead
Entangle: 2/2

Bolt heeds Drazan's warning, and runs back away from the ogres.

Once again, darkness grasps at your clothes, limbs. Istiel's torch is muted, casting only a feeble light around her. Imix's shield however, still shines brightly. Yet, the shadows grasp for you.

Mechanics:
MSB: 1d20 ⇒ 5
Bolt save: 1d20 + 2 ⇒ (20) + 2 = 22

Damn, Bolt with the reflex saves!

OOC:
I missed this part of the darkness effect last time:

SoP Darkness talent wrote:
Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear.

Istiel's torch sheds dim light in 5' radius. Dim light basically beyond 5' north and east of Istiel. Yd failed his MSB check against Imix, so Imix's light works normally.

DC 18 Reflex save or entangled.

PCs are up!


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:
reflex: 1d20 + 4 ⇒ (19) + 4 = 23


1 person marked this as a favorite.
LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:

Physical Enhancement. CL8. +4 Str
CL 3. +1 specialist +1 wizardry.
+1 because below half spell points (gulp)
1 SP for Arcane Empowerment: +2 CL.
Cl = 8
1 SP to make last. Deep enhancement makes this 80 minutes.
1 Sp for mass. 5 targets total. Imix. Drazan. Istiel. Bolt. Oios.
Total: 3 SP.
Need fort save or sickened. DC 14. fort: 1d20 + 6 ⇒ (18) + 6 = 24
lose 8 components, take 2 nonlethal.
wild 1-10: 1d100 ⇒ 45 Nup.
Result: Imix. Drazan. Istiel. Bolt. Oios. All get a +4 str enhancement for the next 80 minutes.
Q: Did Bolt take the Pick?

Imix growls words through his twisted muzzle, and the shield's light flickers for one, terrifying second. The stone around creaks. Dust filters through. The dead ogres freeze into stone, crack, break into pieces and turn back into flesh. Strength floats through the combatants who stand against the dead.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Istiel spins mid-air to avoid the shadows, knocking away those she cannot directly avoid. Knowing the group on the ground would be dealing with the grasping shadows, the monk flies off into the non-magical darkness and sweeps her torchlight over the ground and searching for danger.

After seeing enough she flips upright, turns in a corkscrew, and heads back towards the group to report what she has seen.

Mechanics:

reflex saving throw: 1d20 + 6 ⇒ (17) + 6 = 23

Action 1:30' movement to Q16, 5' movement to turn 45 degrees, 25' movement to V16.

Action 2:10' movement to X16. 20' movement to turn 180 degrees, 30' movement to R16.

Action 3:20' movement to N16. 5' movement to turn 45 degrees, 30' movement to N10.

perception if needed for scouting: 1d20 + 9 ⇒ (14) + 9 = 23

Essentially, checking out what the southeast looks like.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Mechanics:
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20

The old man is able to shift away from the foul spears and mutters a thanks to the goodly powers for that fact.

We are committed to the fight now. That dome is perhaps a ruse of illusion, perhaps it does not exist? We should throw something at it and see. Why else would it be guarded?


Istiel:
Given that you're 30' up and a torch gives normal light in a 20' radius, I'm going to say you've got vision covering about 35' feet of ground.

Your looping flight takes you over cobblestones, the ground blurry with your movement and the dim light cast by your torch. Towards the southeast, the stones grow rougher, as if the area has not been maintained over the years. The once-town square stretches off, into the darkness.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

OOC:
What round are we on, by the way? 4? 5 I think? In any case,
it looks like there's only one way forward, and that's through Yd's trap.

Istiel says to her companions as she loops back around: "Nothing to the southeast. If there are illusions, it is illusions of nothing."


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan looks back to Oios and the others, his outline only visible from the torchlight flickering above, ensuring they will make it through before moving to engage the ogres or the pit of death born.

Mechanics:

reflex: 1d20 + 3 ⇒ (16) + 3 = 19


GM Screen:
Ydsp: 6/10 Yddp: 9/10 W: 1/3
B: 6.7, W: 7.7, W2: 8.0
Ogre blue: dead
Ogre red: dead
Entangle: 1/2 Entangled: no one
Bolt: -3, stable

Another bead of acid streaks through the air, detonating just north of Nat. Acid explodes throughout the area, sizzling and popping as it lands on the cobblestones, and catching Bolt off guard. The Frozen collapses, his skin bubbling and hissing.

Yd's voice travels to you from beyond the moat, while Oios' staff flares to life, warm yellow light grasping at the darkness...

Mechanics:
acid orb: 3d6 ⇒ (6, 3, 6) = 15
Bolt: 1d20 + 2 ⇒ (4) + 2 = 6
Bolt stabilize: 1d20 + 1 ⇒ (19) + 1 = 20

==============
Next Round (4/5)
==============

OOC:
PCs are up! DC 13 reflex save for everyone but Istiel, or take 15 points damage (7 on a successful save).


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Mechanics:
Reflex: 1d20 + 2 ⇒ (20) + 2 = 22

Oios barely manages to suppress a scream as he gets burned yet again. He's close to his limit and he knows it.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

I think there are TWO OF THEM! Oios shouts One close to us, and one casting spells from the moat!


NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none

Nat's eyes blaze like the sun as she restores Oios with her healing magic.

Mechanics:
1 more spell point used.

Oios gets fast healing 1 for 3 minutes


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:

@Nat: I think you still need to save. Note if you take damage it'll precede this action.
reflex: 1d20 + 4 ⇒ (5) + 4 = 9
Wow, okay, getting confused:
so
* Imix's shield works
* Imix is not entangled (made save)
* Imix is burned (ouch) for 13 damage.
* There is a +4 buff on melee damage
* Imix has +2 str for shapechange (and a bite, which is not very useful under the unchained action rules, as it turns out)
* There is a +4 str buff on most people.
* Bolt did not take the Pick.
* There are more weapons in the Haversack.
* If Bolt is a fighter type who went down to 12 damage, he's probably not going to save us...
Ahead of us is a moat full of undead. It may or may not be an illusion (does Imix know?) and on the other side is one or possible two casters.
Q: what is the area on the acid blast? Wondering if we should split up.
Q: the grasping darkness effect went down and then back up, yeah?
...Healing is a battle Imix is going to lose eventually. But for now we need it.
I was going to give everyone +4 dex, or maybe enchant weapons to +3... but we've someone down, Imix is about to fall as well, and we don't have enough healing (somehow, with three healers)
2 actions: channel, 1 SP: 2d6 + 2d3 ⇒ (1, 2) + (2, 1) = 6 Edit: really? wow.
1 action: move 20' forward.

Imix waits for Drazan to crown, and then again his shield surges, and again life-light floods the room, but dimming and flickering in the omnipresent darkness. Roaring the Suriname surges forward. Cold blood surges hot as he looks for something to kill.
"KILL THEM!" he roars.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 5

Istiel briefly concentrates as she flies through the sky, feeling the familar pressure in her temples. She embraces it. The pounding in her head seems to threaten busting her skull open until finally a cold wave of relief washes over her. She can't see the River of Time above her, but she instinctively knows it is there, gathering her every thought and movement into its flow.

Willing her body northward the monk takes a roundabout way to the island, intent on using one ogre's body to block her from the other. At first sight of the hulking green undead she starts to rapidly descend, flipping around and attempting to smash into it feet-first.

Istiel pushes off its body and flips mid-air, using her near-neutral bouancy to spin in place and deliver kicks to the ogre's head.

mechanics:

Swift action: Dragon Style

Action 1: Use 1 spell point to cast and maintain Haste

Action 2: Go noth, then east, descending at 45 degree angle to drop to 10 feet height to get within melee range of ogre. The idea is to use the first ogre as a buffer against the other ogre if this attack doesn't kill it. I don't know exactly where the ogre is on the map, but with 60' fly speed and double descent speed she should be able to make it?

Action 3: Attack!

I had something really fancy planned- Istiel flies above the nearest ogres, drops her torch on top of it and then divebombs it, but that would probably take a fly check or something.

---------------

unarmed strike 1: 1d20 + 10 ⇒ (7) + 10 = 17

unarmed strike damage 1, dragon style, war totem: 1d6 + 16 + 3 ⇒ (3) + 16 + 3 = 22

------------------

unarmed strike 2, flurry of blows: 1d20 + 10 ⇒ (10) + 10 = 20

unarmed strike damage 2, war totem: 1d6 + 11 + 3 ⇒ (6) + 11 + 3 = 20

-------------------

unarmed strike 3, haste: 1d20 + 10 ⇒ (18) + 10 = 28

unarmed strike damage 3, war totem: 1d6 + 11 + 3 ⇒ (2) + 11 + 3 = 16

------------------


GM Screen:
Ydsp: 6/10 Yddp: 8/10 W: 1/3
B: 6.6, W: 7.6, W2: 7.9
Ogre blue: dead
Ogre red: dead
Ogre orange: dead
Entangle: 0/2 Entangled: no one
Bolt: -3, stable

Oios:
Let me know where you're retreating to.

Istiel's first kick scuffs off the top of the Ogre's head, but her second, and then third attacks, are more successful. Its teeth hurtling into the moat, the ogre collapses, dead again.

The monk's flickering torch reveals another ogre just on the other side of the rock dome. The ogre, and the dome, sit atop a collapsed building, leveled into a dias, about ten feet off the ground. Stairs lead down from the dias towards the moat, where they turn into a bridge, which crosses to the other side.

The flying monk's attack lighting the way, Drazan charges, and with a leap, hurtles over the moat. The Mountain Man tries another leap, but falls short, crashing into the side of the collapsed building. Instead of putting himself in harm's way, warrior bides his time - for a moment.

Stepping around the dome, the remaining ogre swings once at each hero, drawing blood from both.

To the south, the wraith emerges from the floor next to Nat and grasps at the midwife, but the cagey Nat steps just out of reach.

Around the dias, a brisk, cold wind picks up, enveloping the monk, and in a matter of seconds becoming severe.

Mechanics:
Drazan actions: Drazan charge, including two jumps, and if successful, attack

Drazan acrobatics: 1d20 + 7 + 8 ⇒ (5) + 7 + 8 = 20
acrobatics high jump to dias: 1d20 + 7 + 8 ⇒ (6) + 7 + 8 = 21 fail

attack ogre Istiel: 1d20 + 9 ⇒ (19) + 9 = 28
attack ogre Drazan, higher ground: 1d20 + 9 - 5 + 1 ⇒ (18) + 9 - 5 + 1 = 23

damage ogre Istiel: 3d6 + 9 ⇒ (4, 6, 5) + 9 = 24
damage ogre Drazan: 3d6 + 9 ⇒ (4, 6, 4) + 9 = 23

wraith touch: 1d20 + 6 ⇒ (5) + 6 = 11
wraith touch 2: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7

===================
Round 5/6
===================

OOC:
Istiel 24 damage, Drazan 23 damage. The dias is now encompassed with a severe wind. Fly checks are at -4 and so are ranged attacks. Istiel, I'll need a will save. PCs are up!


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:

1 action: move down, down, down-left, left. Hopefully give Oios or Nat flanking (if they engage)
attack: 1d20 + 4 + 1 + 2 + 1 ⇒ (16) + 4 + 1 + 2 + 1 = 24 +2 str shifted. +4 str enhanced. +3 dam. +1 weapon. +4 normal.
damage: 1d6 + 5 + 1 + 3 ⇒ (1) + 5 + 1 + 3 = 10
Does not take into account cover or incorporeal
attack: 1d20 + 4 + 1 + 2 + 1 - 5 ⇒ (10) + 4 + 1 + 2 + 1 - 5 = 13 damage: 1d6 + 5 + 1 + 3 ⇒ (5) + 5 + 1 + 3 = 14
Does not take into account cover or incorporeal

Imix sprints back, slamming Dodeslachter into the ground again and again. While the awesome blade leaves deep scars in the earth its effect on the undead is less pronounced.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 6

Istiel feels her previous meal being displaced into her throat as the ogre slams its arm into her gut, nearly swatting her out of the air.

The sudden, powerful winds cause her to momentarily strain to maintain altitude...

mechanics:
will save: 1d20 + 5 ⇒ (15) + 5 = 20


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios nods his thanks at Nat, before grabbing Bolt and dragging him away from the fight. If he can he will try and bring the Frozen back from unconsciousness, reaching out to Loco with muttered prayers.

Mechanics:
Drag until they're say 40 feet straight in the opposite direction from the dome. Then if there's actions left will start to cast cure on Bolt


Istiel:
You waver, fighting against the winds, and for a second, you fear you'll spin out of control... until, glancing at your torch, you she realize it flickers on, unimpeded. Yd is in your mind, it seems, tricking your senses into seeing and feeling things that don't exist.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 6, cont.

Istiel glances down at her touch, quickly noticing the inconsistency between its flickering and the winds buffeting her. As soon as she stops struggling against the torrent of air, it ceases to be a problem.

She instantly forgets about the illusion and focuses on bringing down the ogre, who is just out of reach. The monk accelerates forward dipping slightly before flipping in mid-air and flying up towards the undead with legs wide. Her groin connects with the ogre's throat and her thighs wrap around its neck in a death grip. The monk's abominables curl inward, her entire body flexing up towards the ogre's head. A primal yell echos throughout the cavern as her fists pummel and smash into the ogre's face like a baker pounding dough.

mechanics:

Not actually grappling.. just had the idea to do something cool. kind of hope she punches its brain out of the other side of its skull!

Action 1:5' step horizontally. I didn't think you could do this, but apparently because Istiel has a fly speed imparted by the fly spell, she can.

fly check to remain flying without moving half total speed a round, DC 10: 1d20 + 4 ⇒ (12) + 4 = 16

Action 2, 3: Attack ogre.

unarmed strike 1:: 1d20 + 10 ⇒ (15) + 10 = 25

unarmed strike damage 1, dragon style, war totem:: 1d6 + 16 + 3 ⇒ (4) + 16 + 3 = 23

------------------

unarmed strike 2, flurry of blows: 1d20 + 10 ⇒ (14) + 10 = 24

unarmed strike damage 2, war totem: 1d6 + 11 + 3 ⇒ (1) + 11 + 3 = 15

-------------------

unarmed strike 3, haste: 1d20 + 10 ⇒ (1) + 10 = 11

unarmed strike damage 3, war totem: 1d6 + 11 + 3 ⇒ (1) + 11 + 3 = 15

-------------------

unarmed strike 4, second attack: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25

unarmed strike damage 4, war totem: 1d6 + 11 + 3 ⇒ (2) + 11 + 3 = 16

Attack 4 threat: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16

crit damage: 1d6 + 11 + 3 ⇒ (1) + 11 + 3 = 15

2,251 to 2,300 of 3,298 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Father of Waters Gameplay Thread All Messageboards

Want to post a reply? Sign in.