The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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Evil GM

CMD saves made so far: Omar, Dragox, and Gauthier.

Rey and Sargon appear to be grappled unless you have some method to prevent that from happening.

RD 1:

Initiative Order:

Sargon
Gauthier
Dragox
Rey
Baddie
Omar

RD 1 Map


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey is definitely grappled. She'll have to attempt an grapple break on her turn in the initiative.


Evil GM

Everyone make sure you update your HP status. everyone should be fine for now.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement
baldwin the merciful wrote:
Everyone make sure you update your HP status. everyone should be fine for now.

Lol, that's a scary post right there.

Dragox will try to move out of the range of the tentacles, but wants to wait for Omar's advice on which way to move.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Would Emergency Force Sphere protect me. If not I am grappled


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Evil GM

I'm going to rule no it doesn't help in this situation. emergency force shield would help if the tentacles were coming from the ceiling or walls but it wouldn't necessarily help with tentacles coming up from the 5 ft area you are located in.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

No problem

Sargon casts Liberating Command in the hopes of avoiding the nasty tentacles.

Escape Artist: 1d20 + 4 + 20 ⇒ (11) + 4 + 20 = 35...and not so deftly escapes


Evil GM

RD 1:

Initiative Order:

Sargon
Gauthier
Dragox
Rey
Baddie
Omar

Most of you are up!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will move to d,-9 to get out of the tentacles. He still does not see a threat.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox moves to F 10, also looking to escape the writing tentacles.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon will move to F-11 and cast Liberating Command on Rey


Evil GM

RD 1:

Initiative Order:

Sargon - moves to F:11 and casts liberating command on Rey
Gauthier - moves and perceives
Dragox - moves to F:10
Rey
Baddie
Omar- moves to D:9

The old man swears he hears a few joints creak as he moves to C: -12 to gain a center position (MA). "Damn cusre'd bones." He then uses his standard action to try to locate the foe.

perception: 1d20 + 34 ⇒ (9) + 34 = 43

"Omar down the long hall 'bout twenty feet or so. Looks like there are 3 of 'em blending into the pillars!" Roughly C:=5

spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30
"'er he's like us, mirrored."

Updated Map
*I didn't put the foe on the board yet since only Gauthier sees him.


Evil GM

Dragox has a standard action remaining and Rey has her entire action remaining before the foe goes.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox will move another 20' down the long hallway in the suggested direction.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Gauthier wrote:
"Omar down the long hall 'bout twenty feet or so. Looks like there are 3 of 'em blending into the pillars!"

Keep them in sight Gauth


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Can Rey drink a potion as her standard action? Or does she need to retrieve it first? That would be a move action that invokes an AoO? I'm thinking she'd reach for her potion of gaseous form to prevent any further damage by these tentacles.


Evil GM

Pulling out the potion is MA, drinking a potion is std action. drinking a potion does draw an AOO. the Table Actions in Combat shows what provokes an AOO.


Evil GM

RD 1:

Initiative Order:

Sargon - moves to F:11 and casts liberating command on Rey
Gauthier - moves and perceives
Dragox - moves to F:10
Rey
Baddie
Omar- moves to D:9

I'll wait for Rey to take her action before I take the Baddie's action.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey struggles against the tentacle and reaches for her potion of gaseous form.


Evil GM

RD 1:

Black tentacles on Rey,

CMB, str, size, grappled bonus: 1d20 + 12 + 4 + 1 + 4 ⇒ (16) + 12 + 4 + 1 + 4 = 37
vs CMD

damage: 1d6 + 4 ⇒ (4) + 4 = 8

I'll take the Baddie's action in a few minutes.


Evil GM

A black ray springs forth from form on a pillar down the hall. It smash into Gauthier.

Gauthier fort save: 1d20 + 14 ⇒ (6) + 14 = 20
DC 22

The cleric starts to stiffen and then turn grayish white.

Anyone who has spellcraft can make a check if they want.

spellcraft DC 17:

A flesh to stone spell.

Updated Map RD 1


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox moves forward, using Vital Strike on the enemy in yellow. At least I think it's an enemy.

Attack 1d20 + 26 ⇒ (6) + 26 = 32, or 34 versus evil outsiders.

Damage 4d6 + 16 ⇒ (3, 2, 2, 2) + 16 = 25 plus
2d6 ⇒ (5, 3) = 8 versus evil creatures, plus
2d6 ⇒ (4, 2) = 6 versus evil outsiders.


Evil GM

Dragnox you do see three of him.

Roll a d3: 1 = real, 2 or 3 = mirrored image


Evil GM

RD 2:

Initiative Order:

Sargon -
Gauthier -
Dragox - moves and attacks.
Rey
Baddie
Omar

Dragox you need to roll a d3 to see which image you struck.

RD 2 Map


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon moves over to D-9 What is it?


Evil GM

Sargon when you move up and look at the three large creatures, they are tinted with hues of yellow, and they have venom-dripping from fangs which fill their human-like mouths. You understand that the creature is mirrored but you are not certain which one is the real one and which ones are the illusion.

Knowledge: dungeoneering

---
dragox % dice: 1d3 ⇒ 2

Dragox moves up and past Sargon and smashes down at the creature, but his attack only makes on of the illusions disappear.

Updated RD 2 Map


Evil GM

RD 2: update

Initiative Order:

Sargon - moves
Gauthier - stone
Dragox - moves and attacks and destroys an image.
Rey
Baddie
Omar


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Real or fake 1d3 ⇒ 1

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will shoot at the figure(s)

deadly aim, rapid shot, manyshot, clustered shot
to hit: 1d20 + 20 ⇒ (3) + 20 = 23 damage: 2d8 + 30 ⇒ (5, 8) + 30 = 43 1d2 ⇒ 2 pop
to hit: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 1d8 + 15 ⇒ (6) + 15 = 21
to hit: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 15 ⇒ (5) + 15 = 20


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey hastily drinks her potion of gaseous form, in order to escape the grip of the black tentacles. She then floats toward to C -14 Gauthier trying to discern what is affecting him.

Spellcraft Check: 1d20 + 14 ⇒ (17) + 14 = 31

Realizing Gauthier is about to be turned completely to stone she hollers at Sargon. Oy! Sargon! Gauthier's been hit with a flesh to stone spell, and I can't cast spells while this gaseous form lasts. Help!!!

Gaseous form doesn't allow the casting of spells, but it doesn't explicitly say the person cannot verbally communicate. If it's ruled Rey can't talk, just drop off her warning to Sargon, and all the rest stays the same.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon Casts Dazing Aqueous Orb(Ref 27) behind the three images and rolls it onto them.

Using Metamagic Mastery so as not to increase the casting time

Non Lethal: 2d6 ⇒ (4, 4) = 8


Evil GM

Dragox I rolled the d3 for you this morning, so I could move the round forward.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Thats fine, DM. I missed that in your post.


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Evil GM

reflex: 1d20 + 10 ⇒ (5) + 10 = 15

Sargon casts his spell.

Rey yells just before she turn to gas form.
I don't think you can speak while in gas form, sinc eyou don't ahve a physical body.


Evil GM

Sargon your link was to an Aqueous Orb, I didn't see Dazing Aqueous Orb.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Dazing is a metamagic feat.


Evil GM
Omar bin Zayed wrote:
Dazing is a metamagic feat.

Thanks I see that now.

Dazed:

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Dazed for 3 RDs which was spell level cast. It uses a spell slot 3 levels higher (6th level slot)

RD 2: Baddie

He is dazed and does not take an action.


Evil GM

Omar fires his arrows but they each missed the creature engulfed by the orb of water.

Aquatic terrain will provide at least improved cover +8.

Attacks from Land:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.


Evil GM

RD 3:

Initiative Order:

Sargon -
Gauthier - stone
Dragox -
Rey
Baddie
Omar

I'll get a map up later. Dragox and Rey take your actions.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox swings three times in rapid succession at the enemy.

All attacks have extra +2 to hit versus evil outsiders, not included below.

Attack 1d20 + 26 ⇒ (20) + 26 = 46
Damage 2d6 + 16 ⇒ (4, 1) + 16 = 21 plus
2d6 ⇒ (3, 1) = 4 if evil plus
2d6 ⇒ (6, 1) = 7 against evil outsiders.

Attack 1d20 + 21 ⇒ (16) + 21 = 37
Damage 2d6 + 16 ⇒ (2, 5) + 16 = 23 plus
2d6 ⇒ (1, 6) = 7 versus evil plus
2d6 ⇒ (1, 3) = 4 versus evil outsiders.

Attack 1d20 + 16 ⇒ (15) + 16 = 31
Damage 2d6 + 16 ⇒ (3, 2) + 16 = 21 plus
2d6 ⇒ (4, 6) = 10 versus evil plus
2d6 ⇒ (5, 2) = 7 versus evil outsiders.

Possible crit on first attack 1d20 + 26 ⇒ (7) + 26 = 33
Damage 2d6 + 16 ⇒ (2, 4) + 16 = 22


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

For his next turn

Sargon will cast Hungry Pit and roll the orb into it. If they happen to survive Dragox's assault.

Fall: 7d6 ⇒ (2, 1, 6, 2, 5, 6, 4) = 26
Chomp: 4d6 ⇒ (4, 4, 5, 3) = 16


Evil GM

There is only one creature remaining when Dragox hacks away. The watery orb made the images disappear. This is not an evil outsider, although it is evil. Dragox's first attack hits. Unless you have freedom of movement in effect the other attacks and confirmation will miss.

what type of weapon are you using (Greatsword?): bludgeoning, piercing or slashing.

Attacks from Land:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Using my magical great sword. I don't think I had Freedom of Movement cast on me.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Being in gaseous, form Rey hovers in the room, watching the proceedings helplessly until her potion wears off.


Evil GM

Sargon casts his spell and pit opens...

reflex: 1d20 + 10 ⇒ (18) + 10 = 28

I haven't seen this combination of spells before: dazing aqueous org, then hungry pit. I know the foe is dazed and unable to take an action but I think he is still entitled to the reflex save. Anyone know the answer or have the citation handy?


Evil GM

RD 3: update

Initiative Order:

Sargon - opens hungry pit
Gauthier - stone
Dragox - attacks hits once
Rey -gas form
Baddie - can't act RD 2 of 3
Omar -

Omar you are up.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Yes, he still gets the save. Dazed doesn't make you defenseless.

Now I need to see if the target is in the pit as that defines what I do.


Evil GM
Omar bin Zayed wrote:

Yes, he still gets the save. Dazed doesn't make you defenseless.

Now I need to see if the target is in the pit as that defines what I do.

Since he made the initial reflex save I don't think he falls into the pit.

The watery orb hangs up at the pit opening and the foe floats around in that suspended state.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar does ranger focus on the obscured target and tries again to shoot him.

to hit: 1d20 + 26 ⇒ (7) + 26 = 33 damage: 2d8 + 42 ⇒ (5, 3) + 42 = 50 acid: 1d6 ⇒ 1
to hit: 1d20 + 26 ⇒ (7) + 26 = 33 damage: 1d8 + 21 ⇒ (6) + 21 = 27 acid: 1d6 ⇒ 2
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 21 ⇒ (8) + 21 = 29 acid: 1d6 ⇒ 4
to hit: 1d20 + 16 ⇒ (7) + 16 = 23 damage: 1d8 + 21 ⇒ (1) + 21 = 22 acid: 1d6 ⇒ 2

I should note that since I have improved precise shot, I ignore any cover short of total.


Evil GM

I've been giving him +8 AC for being in water. Although he is submerged, I have not been giving him total cover since he's in a ball of water.

Three of the Omar's arrows hit but it looks alive.

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