The Forgotten God (Table 1) (Inactive)

Game Master Rednal

Hadran, God of Valor and Knowledge
Burkhardt, God of Pacts, Pledges, and the Spirit of the Law

Deepmar Penal Colony
Dig Sita Caina


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HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Round 3

Positive Energy: 3d6 ⇒ (3, 3, 1) = 7 * 1.5 = 11
Dang, was hoping for a little more.

A flash of positive energy leaked out from the creature, but Burkhardt was hoping for more of an effect. He cursed himself for being unprepared, and made a note to bind another spirit once the creature was defeated that he may channel its power into his axe.

Seeing that Hadran's strength was quickly fleeing him, Burkhardt made his best effort to mitigate the effects. "ɹǝʍod ǝuıʌıp ɥʇıʍ ǝbɹns sǝןɔsnɯ s,uɐɹpɐɥ 'sǝɥɔʇıd ǝןʇʇɐq ǝɥʇ sɐ!"

Lesser Stimulate Body Truenaming (DC 10): 1d20 + 13 ⇒ (19) + 13 = 32

Hadran gains a +2 enhancement bonus to Strength for 5 rounds. Lesser Stimulate Body's TDC increase to 12.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Negative Energy: I forgot/found while looking over sheet that I have Negative Energy Resistance as a Holy Creature. Also the second attack misses because of Constant Protection from Evil

Negative Energy Resistance Attack 1: 1d20 + 6 ⇒ (10) + 6 = 16Surge: 1d6 ⇒ 5 DC is 11+Creature HD, so if it is 10HD or less the attack is negated in a bright flash and the creature takes Damage: 2d6 ⇒ (6, 2) = 8 This damage doesn't have a type, I would assume Holy or Positive but seems un-typed. If this caused the first attack to negate Hadran's second attack above would hit a 16 instead of 15 if that matters.

Round 3
If the creature is still here Hadran will continue the attack, if Burkhardt finished it he will drop out of rage.

Attack 1: 1d20 + 17 ⇒ (17) + 17 = 34
Attack 2: 1d20 + 12 ⇒ (15) + 12 = 27

Damage 1: 2d6 + 18 ⇒ (5, 1) + 18 = 24Holy Damage: 1d6 ⇒ 2
Damage 2: 2d6 + 18 ⇒ (3, 1) + 18 = 22Holy Damage: 1d6 ⇒ 6


With a few more swings - and some positive energy, which was much better against incorporeal foes than almost anything except force magic - the shadowy creature finally disintegrated. Midfoviing looked at its former spot for a moment, then spat on it, seeming rather miffed about its efforts.

"Not the kind of pony I was hoping for..." she muttered.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"I agree. If this place is overran with undead then we may be too late. Creatures touched and drained by these things raise as one of them. There could be lots more where this guy came from. Let us take a look around be on your guard."

Perception: 1d20 + 18 ⇒ (16) + 18 = 34 Searching the building.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Mute Sylvus Binding Check (DC 17): 1d20 + 12 ⇒ (11) + 12 = 23
Capstone Empowerment; taking thorn javelin aspect & occult weapon in place of fast reflexes

Burkhardt held up his hand. "Wait a moment before you begin, friend. I must call for additional help." Returning outside into the light, he drew a binding circle as he did at the beach before beginning to call the a name aloud: "Mute Sylvus! Mute Sylvus!" He repeated this several times before the name echoed thrice on its own, at which point he fell to his knees, shaking in terror. Two forms (an elf and his son) slowly came into view standing over him, and as Burkhardt relaxed, he looked up at them. Now standing, the forms evaporated as Burkhardt's hair became tattered with feathers and his skin rife with welts.

"I am ready. Let's search"
Perception: 1d20 + 16 ⇒ (19) + 16 = 35


Midfoviing's tail went straight up as two forms appeared around Burkhardt, then twitched nervously as he formed his pact with them. She'd seen pacts before, but... she still looked a bit uncomfortable with them.

Inside the stable, you note the presence of one securely locked room. If there's anything interesting, it's probably in there.

Disable Device DC 30.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran gives Midfoviing a reassuring look and hand on her shoulder seeing the summoning putting her on edge.

As they find the door he tries to open it realizing it is locked. He looks to Burkhardt.

"Do you think you can open it or am I to bust it down?"


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

"Worry not, Midfoviing. This is a kind spirit, truly, but it is also one that has known suffering."

He examined the lock after Hadran had tried it. "If you can manage it on muscle alone, that would be best. This lock's craftsmanship is superb, and rests slightly outside of what I can achieve via skill alone."

i.e. I reach 29 via Take 20, so surging would get me there even on a 1. But if you can break it without needing me to surge...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Not sure if I can muscle it or not. Will a 28 break it open? If so then yes if not then we will have to hack through it.

Hadran spends the next few moments measuring up and looking for weakness in the door. Taking 20 for a 28 Str Check He makes a number of attempts trying to break it.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

If he fails, you can ove us alone assuming I expend the mythic power to open it.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Wow typos. can *move us *along assuming


Eventually smashing open the door, you see what looks like a tack room. Among the normal riding gear and grooming tools are a masterwork saddle with silver-and-gold filigree and an ivory saddle horn, together worth 2,500 gp.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"That seems awfully nice to be at a prison. I would expect that among a noble house or something. Well as I say we need gold and coin while here in these vessels so we should collect it. Valiant Fang needs to consume riches as well to restore it's power. Let us go and continue our search my friend."

Heading back out and then to A16


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

"Yes. Perhaps some recompense for spending one days on a prison island, but I agree that this is quite the luxury. I wonder what else will turn up..." Burkhardt wondered as he & Erstehund followed Hadran out the door.


As you spoke, you felt your powers flicker slightly. This place had definitely been under attack... but the items stored here definitely belonged to someone, and that someone might even be alive still. To take it for personal gain with no other reason, well... quite a few people might call that theft. You were not mortals - while you could act with more-or-less impunity within your portfolios, stepping outside of that might have a real effect on you.

In other words... you will need to justify questionable acts, generally in a way that matches your theme and could at least work from a certain point of view. Mortals can act out of alignment fairly easily, but deities, as personifications of said alignments, and held to a higher standard.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Ahh yes. The LG gods of M4d L00tz, we are not.

The flicker felt like a punch in the gut, but Burkhardt hid the pain, "You know, Hadran... this may well be an oddity of a saddle, but it should remain here. Our priority should be rescuing its owner, no?"


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"Yes, I agree. You felt it too? It seems my mind slips now and then the more time we spend in these vessels. I'm sure the owner of this is just another demon worshiper but he or she is still a mortal life we can save and possibly redeem. Come let's continue the search."

We will go out to A12, then A9, then A16. Just listing so if there is nothing of note but a description you can move us along. I will do a perception check for each as well.

Perception A12: 1d20 + 18 ⇒ (14) + 18 = 32
Perception A9: 1d20 + 18 ⇒ (5) + 18 = 23
Perception A16: 1d20 + 18 ⇒ (19) + 18 = 37


Before you worry that it's too harsh, keep in mind that alignments are very much a matter of personal interpretation. XD There's no "true" version of any alignment I'm going to insist you follow. Thus, any vaguely-reasonable explanation you might give (i.e. "makes at least some sense for your theme") is likely to be accepted.

...Also, you will never be forced into a "betray my theme in order to get the power/wealth I ought to have" sort of situation. This isn't that sort of game.

Heading south, six wagons and several mining carts are parked next to what appears to be a stable. These wagons and carts are in bad shape, though still serviceable.

Further south (A9), this simple shack has the image of a mining pick painted on the placard hanging over its ironbound door. It is secured with a sturdy-looking padlock.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"This would appear to be a tool shed." Hadran gets close and knocks loudly.

"Anyone hiding in there? We are here to help."

Perception: 1d20 + 18 ⇒ (3) + 18 = 21

"I don't think we need to get into here for anything. Lets continue our search"

On to A16 assuming nothing responds from within the shed.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Perception: 1d20 + 16 ⇒ (1) + 16 = 17

Burkhardt peeked around as well, then followed Hadran.


As you knocked on the door to the building, a loud noise began echoing throughout the colony area - a clear alarm spell. It was less obvious what, exactly, it was guarding... though you were pretty sure the measure was mostly meant to be against prisoners. On the other hand, anything else here definitely knew someone else was present.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadrans head slumps as he thinks about facepalming.

"Now we really need to be on guard. Come lets go check that building."

Heading to A16


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Burkhardt put on his most winning smile, and followed Hadran as he anxiously awaited whom-or-whatever came looking for them.


A flag bearing the Chelish coat of arms flutters in the sea breeze over this small wooden building. This building is the colony’s mining office. Ledgers, correspondence, pens, and ink bottles clutter a large desk. A tall candelabrum with a continual flame where each candle should stand serves to illuminate the office. The walls are covered with maps of the various mines, each designated with the name of one of the layers of Hell. In addition to these, a simple, scantily detailed map of the island itself shows the locations of each mine in relation to Deepmar as a whole.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

In Orlando the rest of the week guys. Doing universal tomorrow. Back to normal posting on Monday. Burkhardt lead us forward. I will try and check and chime in if needed Rednal please move along if I don't reply back unless really needed :)

"Doesn't seem to be much in the way of clues here. Just an office."

Hadran cast detect magic and scans it again assuming nothing is found.

"Let us move on and keep digging my friend."


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Burkhardt took a look at the map to see if anything jumped out at him before they left.

Knowledge (geography): 1d20 + 8 ⇒ (10) + 8 = 18

Then on to A17


A search of the papers and ledgers reveals a few helpful bits of information. Dig sites Avernus, Dis, and Erebus have not been mined in some time. A note about dig site Phlegethon states that there were problems with large, aggressive apes led by a four-armed mutant ape with white fur that resulted in the mine being shut down and filled in. Dig sites Malebolge and Cocytus have had pockets of vermin unearthed that poisoned some of the miners. Dig sites Stygia and Caina were the current sites of mining before everyone went missing. They are also the farthest sites from the colony.

The rest of the paperwork contains tedious accounts of daily production at the mines, supply lists and requisition orders, inventory, and other information about the daily administration of Deepmar’s operations.

Further on, you see this building is constructed of wood and stone. Though simple in design, it appears opulent compared to the other buildings in the colony. A sign over the porch depicts a pair of white swords on a field of red and black.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

"Many threats come from these mines. I imagine we may find the source of these disappearances originating from one. Better to search the rest of the area before moving on though."

Knowledge (nobility): 1d20 + 8 ⇒ (8) + 8 = 16

Burkhardt examined the sign shortly before trying the door to this building of comparative luxury.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I'm back, on to A17 then

"I agree lets finish with all the buildings first."


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Hope you had fun! Twas the girlfriend's bday weekend, so didn't have much time to advance us anyway :-P


The building with the flag here is A17. ^^

You don't recognize the specifics of the flag, but it's definitely Chelish.

The large front chamber contains a couch, a dining table that seats eight, a stone fireplace, bookshelves full of military curios and a few books, and paintings of pastoral settings. Aside from the decorations in the front room, these private quarters are spartanly furnished. An armoire contains several changes of clothing, but little more than that. The back of the building serves as the sleeping chambers, with an adjacent washroom similar to the others in the colony. Next to the bed, on a small table, is a half-finished letter to someone's daughter Temara describing rather routine events at the prison. There is nothing in the note that indicates any sort of trouble, although it ends in the middle of a sentence talking about the poor weather.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Burkhardt held up the letter. "Whatever happened here was sudden. The author either left in a hurry never to return, or was incapacitated with little fuss, perhaps with sleeping magic."

onto A9


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"I agree, with the presence of that shadow I'm a bit surprised to not have found more undead yet. Everything has a off feel to it. Though most abandoned or empty towns or cities probably do. Let's continue."

A9 it is.


Heading back up... you return to the building with the mining placard and the Alarm spell. It looks the same as the last time you visited it, a few minutes ago.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

oops we had already been there. :) Over to A14 and A10

"Come lets keep exploring these buildings."


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

A14, A10, the rest of them too. We'll explore them all, but feel free to just report on the exceptional stuff. :-P


As you moved towards the center of the area to keep exploring, a sudden loud noise stopped you in your tracks - and a door was literally smashed off its hinges as three large, gorilla-like creatures with four arms each came out of what looked like a dining hall. They'd probably been alerted by the earlier alarm... and decided to come out instead of waiting where they were. More oddly, all three of their eyes seemed to be glowing with a faint blue light.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran's hand moves to the pommel of his sword in an instant as the creatures burst out.

"Midfoviing take to the air, make sure we are not being surrounded."

Hadran takes his stance ready to fight off the creatures from the underdark.

K.?: 1d20 + 7 ⇒ (16) + 7 = 23
Init: 1d20 + 16 ⇒ (14) + 16 = 30

Round 1
Hadran starts his battle dance and speaks the arcane words as his speed drastically increases.

Move: Bardic Performance
Standard: Cast Allegro ( Haste while maintaining performance )


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Knowledge (nature): 1d20 + 11 ⇒ (8) + 11 = 19
Handle Animal: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33

Round 1
Burkhardt called on Erstehund to heel as drew his axe, and mentally directed Mute Sylvus to wrap a thread of his spirit through the weapon. Then he pointed a finger at the foremost of three and unleashed a cold, silvery ray of moonlight which contained every regret Oszen had ever felt.

Ray of Regret (ranged touch): 1d20 + 8 ⇒ (4) + 8 = 12
DC 18 Will save or the creature can take no actions for 1 round. On a successful save, they still may not take any actions that would break an invisibility spell.

Turn Actions:
Free: Handle Animal
Move: Draw Handaxe
Swift: Occult Weapon: Handaxe (lasts 1 minute)
Standard: Ray of Regret (expended for 5 rounds)


At Hadran's command, Midfoviing darted up into the air to scout - even as the lord of knowledge had little trouble identifying the beasts as Girallons, a kind of magical (but not especially intelligent) beast. There was definitely something different about them, though, and two of them pounded their chests as the third was hit by Burkhardt's beam.

Will: 1d20 + 2 ⇒ (7) + 2 = 9

That one seemed stunned by the burst - its companions less so, and they darted towards the two of you to bring you into range. Given their impressive reach, it would take more than five feet of movement to get out of their pummeling range.

Claw (Burkhardt): 1d20 + 12 ⇒ (18) + 12 = 30 for Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Claw (Hadran): 1d20 + 12 ⇒ (13) + 12 = 25 for Damage: 1d4 + 6 ⇒ (2) + 6 = 8


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Burkhardt recoiled from the blow, though his godly vigor eased the wound. He snarled back at the girallon before him, "Follow my steps, friend; let's see who's the first to fall in this dance!" He followed the challenge with a vicious swing.

+1 handaxe (-power attack): 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Slashing damage (+power attack & mythic vital strike, +enhancement bonus, +challenge): 2d6 + 18 + 2 + 12 ⇒ (5, 5) + 18 + 2 + 12 = 42


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I'm assuming they are not evil? If they are the attack missed b/c of Pro Evil, if they are not DR, so take 3 damage.

Hadran moves forward closing the distance infusing Valiant Fang with magical energy.

Attack: 1d20 + 20 ⇒ (6) + 20 = 26
Damage: 2d6 + 19 ⇒ (3, 2) + 19 = 24 If evil: 1d6 ⇒ 3 if fiendish: 1d6 ⇒ 2

Free: Arcane Strike, maintain performance
Move: Move and draw blade
Standard: Attack


They are not evil.

Both of your attacks managed to land - but though Burkhardt's foe was hurt more, that wasn't enough to drop either of them, and they lashed out in a berserk frenzy.

Bite (Burkhardt): 1d20 + 12 ⇒ (5) + 12 = 17
Claw (Burkhardt): 1d20 + 12 ⇒ (9) + 12 = 21
Claw (Burkhardt): 1d20 + 12 ⇒ (5) + 12 = 17
Claw (Burkhardt): 1d20 + 12 ⇒ (1) + 12 = 13
Claw (Burkhardt): 1d20 + 12 ⇒ (8) + 12 = 20

Bite (Hadran): 1d20 + 12 ⇒ (14) + 12 = 26 for Damage: 1d6 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Claw (Hadran): 1d20 + 12 ⇒ (16) + 12 = 28 for Damage: 1d4 + 6 - 5 ⇒ (2) + 6 - 5 = 3
Claw (Hadran): 1d20 + 12 ⇒ (18) + 12 = 30 for Damage: 1d4 + 6 - 5 ⇒ (3) + 6 - 5 = 4
Claw (Hadran): 1d20 + 12 ⇒ (1) + 12 = 13
Claw (Hadran): 1d20 + 12 ⇒ (13) + 12 = 25 for Damage: 1d4 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Rend: 1d4 + 9 ⇒ (1) + 9 = 10

The one fighting Hadran appeared rather more accurate... and wasted no time at all tearing as fiercely as it could. The one Burkhardt had hit with a spell before looked like it was coming to, and with an angry noise, it started darting around the field in what looked like an attempt to encircle you.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Ethereal strings reached out to Erstehund be for snapping. The dog stood perplexed a moment. "Erstehund, feel what I'm giving you: drop it in!" he commanded, pointing towards the girallon circling around.

Handle Animal (Push Erstehund, DC 25): 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29

The welts and feathers that pockmarked his skin grew. Turning his attention back to his foe before him, he swung for the girallon again and twisted his axe at the last second to spare its life.

+1 handaxe (-non-lethal, +strike true): 1d20 + 12 - 4 + 1 ⇒ (14) + 12 - 4 + 1 = 23
Nonlethal slashing damage (+mythic vital strike, +enhancement bonus, +challenge, +strike true): 2d6 + 10 + 2 + 12 + 2 ⇒ (3, 1) + 10 + 2 + 12 + 2 = 30

Turn Actions:
Free: Ability Share (Erstehund, Summon Inheritance)
Move: Handle Animal, push Erstehund
Swift: Activate Strike True (lasts 3 rounds)
Standard: Attack

Cooldowns:
Ray of Regret: 2/5 rounds expended


HP: 37/45 | AC/T/FF: 19/13/16 | F/R/W: +8/+8/+3 | CMB: +9, CMD: 22 (26 trip) | Evasion | Init: +6, Perception: +5
Status Effects:
None

Recalling his bond, even after all this time apart, Erstehund used the spirit ability he was lent. Burkhardt suddenly sighed loudly as a pit formed beneath the girallon that circled around.

A 20-ft. deep pit, as create pit, directed directly beneath the third girallon. DC 18 Reflex or the girallon falls in.
Recharge Magic (Create Pit): 1d4 + 1 ⇒ (2) + 1 = 3 rounds


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"These beast attack with ferocity of perhaps a magical fervor."

Hadran presses the attack to put one of the creatures down.

[ooc]Free: Maintain Performance, Arcane Strike
Full: Full Attack[ooc]

Attack 1: 1d20 + 20 ⇒ (5) + 20 = 25
Attack 2: 1d20 + 20 ⇒ (10) + 20 = 30
Attack 3: 1d20 + 15 ⇒ (4) + 15 = 19

Damage attack 1: 2d6 + 19 ⇒ (1, 5) + 19 = 25
Damage attack 2: 2d6 + 19 ⇒ (2, 4) + 19 = 25
Damage attack 3: 2d6 + 19 ⇒ (2, 5) + 19 = 26


With three mighty blows, Hadran managed to fell his target. Burkhardt's, on the other hand, was still up. Erstehund's spell-

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

-was faster than his target, as it happened, and the great beast dropped into it. It bellowed a moment later, then-

Climb: 1d20 + 14 ⇒ (17) + 14 = 31

-climbed out of the pit like it wasn't even there before darting forward to swing at Erstehund.

Claw (Erstehund): 1d20 + 12 ⇒ (14) + 12 = 26 for Damage: 1d4 + 6 ⇒ (2) + 6 = 8

Meanwhile, Burkhardt's foe was still conscious - and getting even angrier.

Bite (Burkhardt): 1d20 + 12 ⇒ (20) + 12 = 32 for Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw (Burkhardt): 1d20 + 12 ⇒ (8) + 12 = 20
Claw (Burkhardt): 1d20 + 12 ⇒ (5) + 12 = 17
Claw (Burkhardt): 1d20 + 12 ⇒ (11) + 12 = 23 for Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Claw (Burkhardt): 1d20 + 12 ⇒ (9) + 12 = 21
Crit Confirm: 1d20 + 12 ⇒ (9) + 12 = 21


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Mind that the pit-dropped girallon should have taken 2d6 for the fall.

Round 4
Handle Animal (Handle Erstehund, DC 10): 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Burkhardt pointed towards the weaker beast he'd been fighting and yelled, "Erstehund, sicc!" while he stepped back to face the newcomer.

+1 handaxe (-power attack + strike true): 1d20 + 12 - 2 + 1 ⇒ (8) + 12 - 2 + 1 = 19
Slashing damage (+power attack & mythic vital strike, +enhancement bonus, +challenge, +strike true): 2d6 + 18 + 2 + 12 + 2 ⇒ (3, 3) + 18 + 2 + 12 + 2 = 40

Turn Actions:
Free: Handle Animal - Erstehund
Free: 5-ft step
Standard: Attack
Cooldowns:
Ray of Regret: 3/5 rounds

1 more round of Strike True remaining


HP: 37/45 | AC/T/FF: 19/13/16 | F/R/W: +8/+8/+3 | CMB: +9, CMD: 22 (26 trip) | Evasion | Init: +6, Perception: +5
Status Effects:
None

Erstehund swapped foes with Burkhardt in remarkable synchronicity, vicious jaws aiming for his foes legs.

Bite: 1d20 + 9 ⇒ (18) + 9 = 27
B/P/S damage: 1d8 + 7 ⇒ (5) + 7 = 12
Trip attempt (on successful bite, does not provoke AoO: 1d20 + 9 ⇒ (7) + 9 = 16


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Round 4

Hadran moves to engage the beast on Erstehund gaining the flank.

Free: maintain performance, Arcane Strike
Move: Move
Standard: attack

Attack: 1d20 + 22 ⇒ (6) + 22 = 28
Damage: 2d6 + 19 ⇒ (2, 5) + 19 = 26

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