The Trials of Ascension

Game Master bbangerter


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Map

Silas casts a protective spell while Lucius readies himself for their likely return to strike again.

Invisible, Sindri moves a ways into the passage, the bend to the north quickly turns west again. Spotting the two creatures he lets loose a single arrow, scoring a hit against the closest one.

Sig is still up


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Finally capturing their enemy in his sensors, the automaton would rush in to break down his enemy.

Attack: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 12 ⇒ (7) + 12 = 19
unsure if I was flanking, but if so +2


I forgot about the 20% miss chance quicklings have as though under the effects of blur.
Sindri miss chance: 1d100 ⇒ 13

Sindri's arrow misses its mark against the hard to see quickling.

With Sindri having spotted the enemy, Sig gives chase getting into range, but not being able to move quickly enough to make an attack this turn.

Another of the creatures spring from the right side passage, attacking Silas, but misses.
Attack: 1d20 + 10 ⇒ (6) + 10 = 16

The closest to Sig attacks him, before running away several feet then leaping up the chasm wall 15' overheard.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Sig gets an AoO
Acrobatics DC 60: 1d20 + 50 ⇒ (14) + 50 = 64

The second one follows its companion attempting to leap up the canyon wall.
Acrobatics DC 60: 1d20 + 50 ⇒ (9) + 50 = 59
It doesn't quite get high enough to land with ease, but reaches out with a hand to catch itself, but hangs precariously overhead.
Reflex: 1d20 + 11 ⇒ (9) + 11 = 20

Silas:

You also know that quicklings can turn invisible by holding perfectly still, though they seldom do so. They have limited magic in the form of dancing lights, flare, levitate, shatter, and ventriloquism, and are sickened by slow effects.

Map


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Assuming it is our turn. Lucius will follow the others into the side passage.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

AoO: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 12 ⇒ (3) + 12 = 15


Lucius Coriarum wrote:
Assuming it is our turn. Lucius will follow the others into the side passage.

It is. You also get your readied attack against the third one that came out.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

to hit: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15 he's going to surge that to hit 1d6 ⇒ 6


Lucius 20% miss chance: 1d100 ⇒ 95

Lucius scores a hit as the creature retreats from its spring attack, then moves into the passage on the west. That will put you in range/vision to do a telekinetic blast on the one that didn't quite make the jump up the cliff if you want to make an attack.

Silas, Sindri, Sig are still up. Will bot Sindri once Silas and Sig have specified actions.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

If the quickling in 5K is within my range I will shoot flurry him.
Sindri draws two arrows, notching them and firing them with the grace of any trained elven warrior. Firing at the fey creature at the cliff ridge.

Deadly Flurry of bows: 1d20 + 14 ⇒ (19) + 14 = 33 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Deadly Flurry of bows: 1d20 + 14 ⇒ (5) + 14 = 19 Damage: 1d6 + 4 ⇒ (6) + 4 = 10


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will also engage the other target with a chucked rock.

to hit: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12 but it goes wide


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Refusing to let his enemy escape, the construct would go very chase looking to end the fast running creature.

Attack: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 12 ⇒ (3) + 12 = 15


Hanging from the edge of the cliff face, the first quickling makes for an easy target for Sindri. As is common with the fey, Sindri's arrows do less damage than is expected, but it is enough to make it lose its group and fall back into the narrow passage.

Climb: 1d20 - 1 ⇒ (14) - 1 = 13
Falling Damage: 1d6 ⇒ 6

Sig then buries his weapon in the now prone quickling, finishing it off.

Silas goes after the third one, but deals no damage.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

The other one, still on top of the cliff disappears from sight.

The third one, jumps up the cliff to join its companion and also disappears from sight.
Jump: 1d20 + 50 ⇒ (14) + 50 = 64
AoO from Silas: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Party is up


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

As there again are no visible targets, Lucius will prepare a TK blast.

to hit: 1d20 ⇒ 3 damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15 nevermind


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas will ready an action to try to hit one of them with a scorching ray the next time one appears.

to hit: 1d20 + 6 ⇒ (20) + 6 = 26

confirm: 1d20 + 6 ⇒ (1) + 6 = 7

damage: 4d6 + 2 ⇒ (1, 1, 1, 1) + 2 = 6


Forgot to roll miss chances for Sig and Sindri. Silas didn't matter since he didn't pierce DR
1d100 ⇒ 44
1d100 ⇒ 58
1d100 ⇒ 39

There is the sound of mad laughter from farther down the narrow passage, but neither of the fey creatures makes an immediate appearance again.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas will cast shocking grasp and hold the charge for a later attack.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Sick of pointlessly tossing rocks at the speedy fey, Lucius will head towards the laughter.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri follows Lucius, giving him back up incase he should need it.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Unlike his companions, Sig would head in after the creatures, giving chase. He'd cast the spell of iron skin as he ran forth, intending for his body to become far more sturdy and withstand any assaults that may come. The sacrifice of his hull would reveal their enemies and allow his companions to destroy them.

+4 Nat armor. AC: 25, Flat footed: 20


Sig gives immediate chase, twisting through the narrow passage to try and catch sight of the quicklings again. Rounding a corner the two quicklings, standing atop the cliff edge 10' overhead laugh at him as their eyes glow with magic.

A loud ringing noise surrounds Sig, his chain mail rattling, and his buckler vibrating with the noise.

Sig needs to make a DC 14 will save, or his buckler shatters. Hit chain mail is immune as it is effectively magical under ABP rules.

The shape of the narrow passage would allow for a DC 10 climb check to climb up top. It will take 40' equivalent of movement to climb the 10', and any would need to sheath their weapons/shields in order to have their hands free to do so.

Sindri may make a single attack action.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Will save: 1d20 + 6 ⇒ (18) + 6 = 24

Percept for source?: 1d20 + 11 ⇒ (15) + 11 = 26


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas watches the robot charge forth.

He raises an eyebrow at the others.

"Follow?" he asks.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

The others are already going in search of the source of the laughter.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri fires a singular arrow, hoping to strike his foe.

Dead bow attack: 1d20 + 14 ⇒ (17) + 14 = 31 Damage: 1d6 + 4 ⇒ (3) + 4 = 7


The laughter is coming from the same direction Sig went.
Sig, the quicklings cast the shatter spell.
Miss Change: 1d100 ⇒ 3

Sindri's aim seems sure, but in the end it passes through the blurred image of the quickling on the ledge above.

The two creatures again disappear from view, moving farther westward, calling back taunts and insults.

"The fat dwarf shoots like a halfling."

"The elfling is to slow to catch up."


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will move forward as fast as possible (20' move) and try to get to where he can engage the annoying little critters.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas follows along.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Sigfried ignored the laughter of his enemies and continued to follow after. Their spells seemed innecfectional but he would not foolishly believe they didn’t have other tricks up their sleeve. Instead, he would continue to give chase with caution, hoping to lead them to a dead end to face them.


Another 30 seconds pass chasing after the quick footed fey creatures before the narrow passages come to an end opening up to an open rocky plain some 200' across before reaching another cliff wall that towers 50' or more into the air. The remains of dead trees clinging to the cliff side here and there.

The two quicklings are 100' away, their forms a blur of movement.

Everyone may take a full round action to either attack with a ranged weapon, try to close the distance, or something else.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas will advance 30' and hold and action to smack a quickly if it tries to dart in on him.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will also close (20') and then launch a stone at one via the extended range infusion.

to hit: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10 but it flings away into space.

4 burn


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Sig would only press on against his revealing foes, marching forward the bring them the fate they had brought down upon themselves.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Burning two mythic points to use amazing initiative and surprise attack. Moving 30ft closer to them.

Sindri moves further down the passage. Once his quarry is in sight, he draws three arrows and taps into his divine essence. He focusses and fires the arrows with lightning speed, eager to strike a single foe.

Deadly arrow: 1d20 + 14 ⇒ (13) + 14 = 27 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Deadly arrow: 1d20 + 14 ⇒ (6) + 14 = 20 Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Surprise attacks makes the foe flatfooted and the damage appears to bypass DR.
Deadly surprise attack: 1d20 + 14 ⇒ (18) + 14 = 32 Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Sneak attack: 2d6 ⇒ (4, 2) = 6


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"If we can see what they they're defending then we can probably force them to come to us."

Is it apparent what they're defending?


Sindri miss chance: 1d100 ⇒ 23
Sindri miss chance: 1d100 ⇒ 42
Sindri miss chance: 1d100 ⇒ 37

All of Sindri's attacks hit, dropping one of the two remaining quicklings.

A motion from the cliff face and a flurry of beating wings reveals another threat. Two bird like creatures lift from the dead trees hanging from the cliff face and wing their way towards the fight. As they do so a cacophony of music crosses the open barren rock. The creatures are half-bird, half-women.

Kn Nature DC 14:

Harpies. Dangerous monstrous creatures that are able to lead others to their deaths by a captivating song.

Everyone must make two DC 16 will saves or be captivated by the music. Those captivated can take no actions except to move towards the harpies by the most direct route.

Quickling Will Save: 1d20 + 10 ⇒ (3) + 10 = 13
Quickling Will Save: 1d20 + 10 ⇒ (19) + 10 = 29

The remaining quickling seems to have failed in its own plans, becoming captivated by the strange music, and rushes towards the cliffs.

Party is up


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

will save: 1d20 ⇒ 10
will save: 1d20 ⇒ 3

"IM HO TEP" and he starts walking over to the bird ladies.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Will save: 1d20 + 11 ⇒ (12) + 11 = 23
Will save: 1d20 + 11 ⇒ (13) + 11 = 24

Sindri shakes his head, throwing off whatever enchantment that carries on their voices.

"Should we let them drag the quicklings to their deaths?"

Nonetheless, Sindri wastes no time. He grabs two arrow, notches them and fires them at one of the winged creatures.

Deadly flurry of bows: 1d20 + 14 ⇒ (18) + 14 = 32 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Deadly flurry of bows: 1d20 + 14 ⇒ (19) + 14 = 33 Damage: 1d6 + 6 ⇒ (5) + 6 = 11


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

will: 1d20 + 5 ⇒ (1) + 5 = 6

"So pretty...."


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Sigfried would stop in his tracks at the singing of the two winged beauties, his lone pink eye lingering for a moment before he continued his match, towards the quicklings. ”Insult: Truly what they say about being bird brained must apply to creatures such as yourselves as well. Such spellbinding song is lost on one like me,” he bluntly informed the singing enchantresses.

If the Quicklings are within charge range yet I want to rush the captivated one. Killing them is his object and he won’t give them to some birds xD

Charge?: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 11 ⇒ (5) + 11 = 16


It raced toward the cliff edge where the harpies rose up from, so not in charge range.

While Lucius and Silas fall prey to the harpy song, Sig moves towards the quickling.

Sindri lands two arrow the closer harpy which lets out a loud screech then dives towards him.
Attack, Fly-by attack: 1d20 + 3 ⇒ (14) + 3 = 17

The second harpy also dives down, but remains hovering in front of Sindri to attack him.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21

Both fail on their attacks.

Party is up


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

The winged humanoids attacks narrowly miss Sindri, he smiles and within a blink of an eye disappears from sight.

Swift action to go invisible, 5ft step, burning one more mythic point to get an extra attack from amazing initiative, along with flurry of bows

Suddenly he reappears as if forming out of thin air five feet away, he unleashes a volley of arrows upon the creatures.

First two arrows are for the wounded harpy, the extra attack for the last second one.
Deadly flurry of bows: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Sneak attack!: 2d6 ⇒ (6, 1) = 7
Deadly flurry of bows: 1d20 + 14 ⇒ (8) + 14 = 22 Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Deadly Amazing initiative attack: 1d20 + 14 ⇒ (20) + 14 = 34
Deadly flurry of bows: 1d20 + 14 ⇒ (18) + 14 = 32 Damage: 3d6 + 18 ⇒ (6, 1, 2) + 18 = 27


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

As I understand it, there's nothing I can do about being ensorcelled so I keep walking.
"IM HO TEP"


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"So pretty...."


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Seeing the harpies swooping in fi attack his ally, Sig would turn to deal with the singing creatures, hoping to maybe end the song that had affected the others.

Im guessing I’m not in range to get there either


You can hit one of the harpies as it swooped down next to Sindri.

Sindri finishes off the first of the harpies, and seriously wounds the second one.

If Sig hits it is probably dead.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Attack: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 11 ⇒ (5) + 11 = 16
Confirm+Surge: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (6) = 152d8 + 25 ⇒ (4, 1) + 25 = 30


With both harpies slain Silas, Lucius, and the quickling are freed from the enchanting music.

The quickling, standing at the base of the cliff where the harpies came from, uses its innate magic and begins to slowly rise up the side of the steep.

Spellcraft DC 17:

Spell-like ability, levitate.

The quickling is about 120' from the group.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

"Levitation magic .... it's going to be hard to catch up with those little guys unless we find something or someplace that they care about."


Sorry, should have added that the party is up to act.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will move up 20', activate extended range (1 burn), and launch some debris at the remaining target.

to hit: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14 but he misses

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