The Arena Outer Tower of Sir Oktain and Perfect Tommy


Play-by-Post


The Necropolis - Day - Late Morning - Tomb Day One

Sir Oktain and Perfect Tommy have the feeling of being thrown up incredibly fast through the light. wind rushing around you but it is quiet. As if the sound is very far off, but getting closer as you race toward it.

Then suddenly there is a floor green marble floor inlaid with a lattice of golden metal and you land on it hard enough to stumble. You are alone in a 20' circular room. Looking around you see that you are in a tower. The windows are covered in a golden looking latticework that gives off a soft light that illuminates the room and a single staircase leading up out of the room.

Beyond the window you see smoke raising from something massive and terrifying that is clinging to the side of a tower and spreading along the walls of the various towers. Far below it you can hear the chants and war cries of warriors fighting. The tower is part of what looks like a massive fortress raising into clouds of smoke the fill the sky. Below you see massive shapes forming and raising along the side of the towers.

Looking up you see the ceilings are all woven metal latticework. It only hold shards of glass the rest of it is covering the floor.

What do you do?


M Elf Spell Slinger 11

I'm here.. will post tonight.


M Elf Spell Slinger 11
Perfect Tommy wrote:
I'm here.. will post tonight.

My actions have been posted to ref.


Male Orc Barbarian(2), Cavalier (9)

This is Sir Oktain. I'm slightly confused as to what I;m supposed to be doing here, and also what Perfect Tommy did.
May I start with prematch prep?


M Elf Spell Slinger 11

The match was called in my favor since you never posted, but in the spirit of good sportsmanship, I'm willing to fight the match so long as rejuggling the brackets and resources consumed doesn't cause chai significant problems or delay.


The Necropolis - Day - Late Morning - Tomb Day One

this includes you, sir oktain, touching the rune.

Sir Oktain touches the rune. He feels a tingling in his hand. when he looks at it he sees that there is now a copy of the rune on his palm. The light of the rune expanded and envelopes him. all he can see is light. Then there is a clap of thunder and everything is light.

you have the feeling of being thrown up incredibly fast through the light. Wind rushing around you but it is quiet. As if the sound is very far off, but getting closer as you race toward it.

Then suddenly there is a floor green marble floor inlaid with a lattice of golden metal and you land on it hard enough to stumble. You are alone in a 20' circular room. Looking around you see that you are in a tower. The windows are covered in a golden looking latticework that gives off a soft light that illuminates the room and a single staircase leading up out of the room.

Beyond the window you see smoke raising from something massive and terrifying that is clinging to the side of a tower and spreading along the walls of the various towers. Far below it you can hear the chants and war cries of warriors fighting. The tower is part of what looks like a massive fortress raising into clouds of smoke the fill the sky. Below you see massive shapes forming and raising along the side of the towers.

Looking up you see the ceilings are all woven metal latticework. It only hold shards of glass the rest of it is covering the floor.

What do you do?


The Necropolis - Day - Late Morning - Tomb Day One

adding sir oktain back in would negate all the byes and juggling I had to do. Read the discription posted and act. Tommy has already sent me what he is doing in his tower.


Male Orc Barbarian(2), Cavalier (9)

Apologies for the delay. Paizo was down for me yesterday and the day before. Not sure if it was just me...

A long time before entry...:
Fill blood reservoir (temporary -4 constitution damage) (I'm assuming this occurs the day of match)
Use whetstone (+1 dmg on first successful attack)
Use Potion of Greater Magic Weapon (one potion has a duration of 20 hrs)
Mount Animal Companion
Equip Lance, Armor
Put Potion of True Strike in a Sponge
Put sponge in mouth

Round 0:
Standard: Drink Potion of Barkskin +2
Swift: Challenge Perfect Tommy if Able

Status:
Blood Reservoir - 4
whetstone (+1 dmg)
Gr. Magic Weapon +5
Challenge
AC+2(barkskin) (100 rnds left)

Edit: Note that I assume I only have one round to prepare. If I have more right before the combat, I'd also drink the potion of shield, and potion of shield of faith


The Necropolis - Day - Late Morning - Tomb Day One

Sir Oktain. you are alone in a tower with stairs leading out of it. Read the first description in first post. There is a massive 80 ton tentacle bigger than anything you have ever seen pressing and warping the lattice covering the windows but otherwise you are alone


Male Orc Barbarian(2), Cavalier (9)

Oh, gotcha!

1. I can't see the map, and am unsure on how to access it. I found one with 3 exits, but it seems this one has only one...

Anyhow, based on your description, I first fill my blood reservoir, use the whetstone on all my weapons, use one potion of greater magic weapon on my lance.

I also put a potion of true strike in a sponge, which I put in my mouth.

Then, I carefully go around the 80-ton tentacle and use the staircase leading out of the room.


The Necropolis - Day - Late Morning - Tomb Day One

Tommy you're A, Sir Oktain you're B http://www.icheckfortraps.com/map.html

the map does not record your position. use it to figure out your locations. then write where you are moving to here in this thread

Alone except of the breaking glass and faint sounds of battle down in the darkness. It takes you a few minutes to reach the top.

The heralds voice echos. "To advance you must defeat your opponent. Only blood will open the gate."

His voice fades with the sound of a chuckle.

Both of you emerge from the archway and see a round room over 100 feet across. the ceiling is a lattice of golden metal 30 feet above you held up by pillars of marble. The flickering of the setting sun bathes the room in long shadows behind the pillars. The entire ceiling seems to have held glass but it is now covering the floor. Trees, 10 foot tall, grow in the scattered bits of earth that cover parts of the floor. In the center of the room is a pool of water with a statue of a woman that is 15' high. they remind you of a fountain although no water is coming out of the statue.

Across from both of you is another archway with a gate. The gate is closed but you can see it leads to another staircase going up.

To your side is another archway but the pillars and trees obscure your view of it. You can't see anyone from this position.


M Elf Spell Slinger 11

My actions are posted to the ref


Male Orc Barbarian(2), Cavalier (9)

Where exactly is this "ref". Why is the action not posted here? Are we playing on a different board.
Also, I think I need to roll for initiative.
Initiative 1d20 ⇒ 11


The Necropolis - Day - Late Morning - Tomb Day One

sir oktain if you are using stealth or doing something that needs to be hidden you can send the pm to me to let me know. For most actions its not necessary.

Sir Oktain arrives in the room no one is immediately visible although there is another archway past the tree to your side, Roll perception.

Tommy roll init.
sir oktain you start on square your token is on. let me know what you are doing


Male Orc Barbarian(2), Cavalier (9)

Ok. Out of curiosity, when perfect tommy said "my actions are posted to the ref", does that mean that he is doing hidden actions?


The Necropolis - Day - Late Morning - Tomb Day One

yes. tommy sent me actions that he took to get out of his tower.


Male Orc Barbarian(2), Cavalier (9)

Waiting for Tommy's init roll before taking action.


M Elf Spell Slinger 11

I can't figure out the die roller at the moment.. but with +26 I can't lose initiative.
So Ref, Please proceed with Action a.


M Elf Spell Slinger 11

1d20 + 26 ⇒ (10) + 26 = 36 init.

Please proceed with Action a.


Male Orc Barbarian(2), Cavalier (9)

"Whereever and whatever you are, I challenge you to fight honorably", Sir Oktain says, as he think that his opponent might be devious and switches to his alternate mount.

Sir Oktain the Great:
Standard Action: Use Bronze Griffon Figurine of Wondrous Power
Move Action? Dismount Steed while drawing potion of see invisibility.
^Free Action? DC 20 1d20 + 14 ⇒ (6) + 14 = 20

Turn not over...


Male Orc Barbarian(2), Cavalier (9)

awesome!

Move Action?Mount Bronze Steed
^Free action? DC20 1d20 + 14 ⇒ (16) + 14 = 30

turn not over


Male Orc Barbarian(2), Cavalier (9)

Swift Action: Challenge Perfect Tommy
Free Action: Guide Griffon with knees (auto-success)
Move Action: Retrieve +5 Lance

Griff: Move Action+Standard ACtion: Ascend at 45 degree angle to KL 11/12 (I believe that puts him at 50 ft elevation, but Sir Oktain will start travelling horizontally at halfway between the ceiling and the floor if I reach that.
Note that griff has 160 ft worth of movement.

Status:
Blood Reservoir - 4 (-20 hp)
whetstone (+1 dmg)
Gr. Magic Weapon +5
Challenge


The Necropolis - Day - Late Morning - Tomb Day One

Sir Oktain, room is only 30 feet tall. But you glide up to 20 feet and issue a challenge. You still haven't heard your opponent. The other archway is empty.roll perception if you want to look around


M Elf Spell Slinger 11

It is a shame to have to kill you, as you are a companion I would have valued. Had I another method of rending you unconcious - I would have. Sadly, I have not that ability. When this is over, I will raise you.

To hit: 1d20 + 22 ⇒ (10) + 22 = 32 vs touch ac


M Elf Spell Slinger 11

Confirm crit:

1d20 + 22 ⇒ (6) + 22 = 28


M Elf Spell Slinger 11

damage crit: 1d10+ vicious 1d6 You and me, +1 d6 you +1d6 shocking + 60 +5 named + 5 gmw +10d6

1d10 + 1d6 + 2d6 + 10 + 10d6 ⇒ (2) + (6) + (3, 4) + 10 + (2, 2, 6, 3, 6, 4, 4, 1, 1, 4) = 58

if you use the jingasa it becomes

1d10 + 1d6 + 2d6 + 10 + 10d6 + 10d6 ⇒ (7) + (4) + (2, 4) + 10 + (2, 6, 3, 2, 6, 5, 3, 2, 6, 3) + (6, 3, 3, 4, 4, 2, 1, 3, 5, 5) = 101


M Elf Spell Slinger 11

The crit left off the 60 damage and didn't do any of the critting, so using the rolls above plus adding the crit rolls
2d10 ⇒ (9, 6) = 15


M Elf Spell Slinger 11

Ah we were fortunate on the dice rolls, perhaps there is a way forward

so the crit damage in total then is: 253.
The non crit damage is 101.

Since you are (I believe) down 22 due to the blood reservoir, this makes you unconscious.

I still have a quickened action. But if you indicate that you surrender (before passing out), I will instead heal you.


M Elf Spell Slinger 11

and I take 2 or 4 points of damage on the vicious. [crit] / [non crit]
and if you don't surrender I need to make the snipe roll etc.


Male Orc Barbarian(2), Cavalier (9)

I'll first take my will save vs. named. and expend a hero point

1d20 + 19 ⇒ (1) + 19 = 20

Surrender? NEVER!


Male Orc Barbarian(2), Cavalier (9)

Also, I use the jingasa.

Also, please note that as an orc, I am still conscious at negative hit points, but staggered.


M Elf Spell Slinger 11

OOC: There is no will saved against the damage, Sir Oktain.
But, even if there were, a nat 1 fails, regardless of plusses.

Bah, Neither me nor website can add worth nothing. Using the rolls above, correcting the name damage listed as 5 to 11 as its supposed to be:

d10 = 7
d6 +4 (first die of vicious)done to me and sir ok
2d6 + 6 second die of vicious and shocking
name +11
gmw +5
maxSG+60
10d6 =38
============
= 131.

This puts you at -25. Your con is currently 16 due to rage and reservoir cancelling out. So the question of surrender actually was moot. Even if you take the worst 10d6 roll, the damage (33) puts you to -20.

If I need the Quickened SG, while the discussion goes on:

10d6 ⇒ (6, 2, 4, 2, 6, 2, 6, 5, 6, 5) = 44


M Elf Spell Slinger 11

snipe (stealth) if needed, (this does not include the range penalty to perception, making it impossible for Sir Oktain to see me.)

1d20 + 26 - 25 ⇒ (17) + 26 - 25 = 18


Male Orc Barbarian(2), Cavalier (9)

About that will save, I'm pretty sure the damage is under the effect section. Will negates EVERYTHING in the effect section. But yes, I think my save just failed :(, although I can't find the nat 1 fail part. Could you link me to the PRD?

Anyhow, good game.


M Elf Spell Slinger 11

Well the net effect of all the rules wrangling was that the damage went up by 3.5, and used lower spell levels.

Sure, here's the link:
http://www.d20pfsrd.com/magic/all-spells/n/named-bullet

Good game Sir Oktain...


The Necropolis - Day - Late Morning - Tomb Day One

Perfect Tommy stands over the bleeding orc his blood pooling on the floor when the rune raises from Sir Oktain's body. A glow spreads across the body and lifts it into the air. With a clap of thunder the body and rune disappear from sight.

The rushing returns along with the pain as the rune seems to reknit Sir Oktain's body and return it to life. With a sudden stop Sir Oktain land on the rocky ground of the cliffs from which it all started. He has returned.

It is morning and the sea is calm. A few others are here. as stunned as you are to be alive and returned to the world.

The herald is gone but his crystal obelisk remains though dull and lifeless. You survive to fight another day...

Perfect Tommy blinks away the light and looks around. The closed gate beckons. He remembers the Heralds words. That blood is the key. The floor where Sir Oktain was is covered in his blood is now the key to the next tower.


M Elf Spell Slinger 11

Hmmm .. he was a good orc.
Perfect Tommy squats, dips a finger in the blood.

Heads to the gate, casting a cure enroute.
1d8 + 1 ⇒ (8) + 1 = 9


M Elf Spell Slinger 11

(Oh, I succeed on activating the wand, on anything but a 1..)

activate wand 1d20 ⇒ 16

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