Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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Round 3

Shocked by the danger missing Round 2, Hrimnagel drops his longbow and requests Count Ranalc to help his friend. The beetle grappling Nyugusk hears a painful blast of noise.

He then heads into the water drawing his dagger. The deep gnome finds that he can glide through the water almost as easily as walking.

DC 13 Ear-Piercing Scream: 1d20 + 3 ⇒ (12) + 3 = 15
DC 13 Ear-Piercing Scream: 1d20 + 3 ⇒ (12) + 3 = 15

move to M16

Destroyed on rolls


Sorry Hrim! You can take two standard actions this round, my bad. (x_x)


DM Jelani wrote:
Sorry Hrim! You can take two standard actions this round, my bad. (x_x)

It's ok. I'm actually afraid to roll again.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa gives fortune to Grommuk, then cackles to keep the hexes going.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk grins widely as the water lowers to his shins, the world shrinking around him. He continues winding up another blow, dodging around the creature's stinger to punch it hard in what looks like its head. His efforts are rewarded by a satisfying crunch.

Power Attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Fortune Hex!: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage: 3d6 + 13 ⇒ (3, 6, 4) + 13 = 26


Just need Nyugusk.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Whoops! Actually wrote this Yesterday and just now noticed I only Previewed it, not Submitted.
.
Jelani, from your previous post it's Yellow that grappled Nyug, not Red. Not sure if that changes any of your round two actions....but it *might* help me, if my attack plus Grommuk's manage to KO it.

Nyugusk manages to take a big gulp of air as the beetle pulls him under the water. In desperation, he continues to lash out at it. With his heart racing, he finally manages to gore the massive bug with his tusks and his right claws.

_______________

Finally a couple decent rolls! A couple assumptions here: #1 that I can still benefit from a flank (and thus get sneak attack damage) while underwater. #2 I can do 'bite' damage by goring with my tusks, without having to open my mouth underwater.
.
If either is not true I'll just attempt to break the grapple instead.
.
Drowning count: 22/24 rounds remaining (subtracted 2 since I took a full attack).
HP 10/24

Bite: 1d20 + 8 ⇒ (12) + 8 = 20 (2 BAB +6 STR +2 flanking -2 grappled)
Damage: 1d6 + 6 + 2d6 ⇒ (2) + 6 + (5, 3) = 16
Claw: 1d20 + 8 ⇒ (8) + 8 = 16
Claw: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d4 + 6 + 2d6 ⇒ (2) + 6 + (1, 2) = 11


So in round 2, it was yellow grappling Nyug, not red. Red attacked Nyug and missed. Sorry for the mixup.

Round 3

The eagle continues it's attack, though they scrape harmlessly along its carapace.

Argor reaches into the white scroll case, and quickly removes another roll of parchment. He reads off the incantation, and gestures towards Grommuk, and the orc begins to grow to the size of a giant.

Shocked by the danger, Hrimnagel drops his longbow and requests Count Ranalc to help his friend. The beetle grappling Nyugusk hears a painful blast of noise. He then heads into the water drawing his dagger. The deep gnome finds that he can glide through the water almost as easily as walking.

Cladissa gives fortune to Grommuk, then cackles to keep the hexes going.

Grommuk grins widely as the water lowers to his shins, the world shrinking around him. He continues winding up another blow, dodging around the creature's stinger to punch it hard in what looks like its head. His efforts are rewarded by a satisfying crunch.

Nyugusk manages to take a big gulp of air as the beetle pulls him under the water. In desperation, he continues to lash out at it. With his heart racing, he finally manages to gore the massive bug with his tusks and his right claws. With the beetle's shell cracked by Grommuk, Nyugusk is able to tear it wide open, killing the bug outright.

The remaining bug continues to attack the intrepid half-orc alchemist threatening its eggs. Now freed from its mate's grasp, Nyugusk's thick hide and nimble moves protect him from the insect's assault.
_______________________________________

Ear Piercing Scream damage to Yellow: 1d6 ⇒ 2 = 1

Grommuk, you aren't actually enlarged yet, so you did 17 damage.

Bite on Nyugusk: 1d20 + 6 ⇒ (4) + 6 = 10 Miss
Sting on Nyugusk: 1d20 + 6 ⇒ (13) + 6 = 19 Miss

Map

You're up.


Round 4

Knowing that Nyugusk wants a flank and feeling ineffective, Hrimnagel uses his new found swimming ability to circle around the beetle.

double move to L10 avoiding AOO

Too scared to roll


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

The hellish eagle lets out a hideous screech, and rushes forward in a dive at the insect, though it's beak merely scrapes along the creatures thick shell once again.

Argor folds his arms within his robes, and keeps an eye out for any more of these things to come creeping up out of the water.
__________
Eagle Bite Charge Attack: 1d20 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Argor Perception: 1d20 + 13 ⇒ (15) + 13 = 28


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Round 4

Nuygusk shoots out of the water, covered in beetle guts and gasping in air.

Turning to see Hrimnagel distracting the remaining beetle at its flank, the transmogrified half-orc grins a tusky grin and takes advantage of the transformation to strike the beetle at a weak join, ripping open its shell while tearing off a leg.

Bite: 1d20 + 10 ⇒ (11) + 10 = 21 (2 BAB +6 STR +2 flanking)
Damage: 1d6 + 6 + 2d6 ⇒ (3) + 6 + (3, 6) = 18
Claw: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d4 + 6 + 2d6 ⇒ (2) + 6 + (2, 3) = 13
Claw: 1d20 + 10 ⇒ (2) + 10 = 12

HP 10/24


Nyugusk's girsly assault kills the second beetle as well.

End Combat!

DC 10 Knowledge (Dungeoneering/Engineering):
Entering the necropolis appears to be a simple matter of tugging on the metal handle that the severed arm is attached to.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Will opening the entry cause tons of this water to rush in?


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Breathing a sigh of relief, Cladissa notices that Argor had been looking around for any signs of additional threats. She inhales deeply, filtering through the myriad scents of the surrounding waters, hoping to pick out the presence of anything else lurking nearby.


Argor Constantine wrote:
Will opening the entry cause tons of this water to rush in?

When you pull the plug from the bottom of the tub, does all the water drain out?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Looks on in shock and disbelief. "Is that what happens!?!? I thought it teleported to another dimension! Didn't wanna get wet. Oh well, liberal use of Prestidigitation to dry off coming right up.

"Well? Are they dead? Can we get on with this expedition gentlemen, and lady?"

Argor sighs to himself as he mutters the incantation to prepare himself to perform various minor prestidigitations.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I'm pretty sure the bugs won't survive what the orcs did to them. I guess their eggs were the source of their agitation. I don't know if it's wise to allow them to gestate.

Cladissa tries to recall anything she read about the water bugs' reproduction habits, and whether a mass of their eggs were any sort of hazard,

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


They were just protecting their "nest". The eggs themselves are not harmful.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

"Then by all means open the tunnel and let this muck begin draining," Argor says as he looks at the standing water with a scowl.

"Depending on the size of this entrance and the girth and extent of the passageways beyond, it could take quite some time for a path to clear. Hopefully, however, it will drain quickly and we can proceed."

As they wait for the water to clear, Argor will remove the wand from his side and expend a portion of its magics to close the wounds Nyugusk sustained.
__________
Will use a charge of the wand to heal Nyugusk. If he can handle two full charges (or at least the bulk of a 2nd charge), I will use a second while we wait for the water to clear.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Um. If it doesn't drain, then we might need to see about some arcane means to breathe underwater. I believe there are some spells that can be acquired; perhaps even in potion form, Cladissa offers, looking around the sodden grounds nervously.


Grommuk grips the handle with both hands, and tugs hard.

Grommuk str check: 1d20 + 6 ⇒ (18) + 6 = 24
Grommuk acrobatics check: 1d20 + 5 ⇒ (2) + 5 = 7
Grommuk acrobatics check: 1d20 + 5 ⇒ (15) + 5 = 20

As he pulls the plug out, all the water in the pond begins to rapidly drain down the small opening. The swiftness of the water is too much for Grommuk to maintain his balance and he tumbles down into the drain with all the water. Marlinchen whoops with glee, and sprints forward throwing himself into the water to also be sucked down into the necropolis below.

Grommuk manages to ride the wave enough to avoid damaging himself, though he is battered back and forth in the small corridors. After blasting through a barrier of collapsed stone, the torrent finally wedges him in the bottom of a long dead-end stairwell.

Marlinchen is right with him. He stands slowly to his feet, saying, "I shall find her at last!" and rushing off into the necropolis' interior.

Up above, the water quickly drains, revealing a set of slippery handholds that lead down into the necropolis.

DC 5 climb check, can take 10.

Inside the necropolis, a network of 6-foot-wide, arched tunnels connects doublevaulted ossuary chambers. The once ornate chambers are now a patchwork of brown stone walls, faded paint, and crumbling plaster. Water seeps through the walls and collects in floor cracks and ankle-deep puddles. The entire necropolis is dark.

Map


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

As Argor slowly follows along behind the others, he wills his magic to keep himself and his clothes clean as they descend into the ruin. He scans the surfaces of the walls of the passageways as they travel, looking for any significant symbols, runes, or markings that could help him in identifying a time period, cultural nuances, or warnings that may remain.

When they reach the first branching of their path, Argor says, "We should be methodical about this, and not pass up any chambers as we delve. Too much of a risk to leave our flanks to whatever may dwell down here. Given the nature of the catastrophe, my earlier jest regarding undead is most likely accurate, and I for one would prefer not risk getting surrounded by the vile things."


There's only really one way to go. The door is already cracked open. Down by Grommuk is just a dead end.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Oh. Missed that. Nothing to see here. Move along.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Seeing the odd man start to run off, Nyugusk hollers, "Hold on! We'll go with you." He then turns to Grommuk and offers a webbed hand to help the enlarged orc to rise up.

CLW potion: 1d8 + 1 ⇒ (7) + 1 = 8

1 charge is fine for now, it brings him to 20/24, and then he'll drink one of his potions to get him the rest of the way. Now back to full HP.
.
Jelani, does it look problematic to be enlarged down here? If not I'll drink my extract of enlarge person.


Right now, Grommuk is squeezing. -4 to attacks and AC. So yes, at least in the hallways, being enlarged is not good.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Roger. Nyug will stay fun-sized for the moment.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

"WHY SCHOOL SO SMALL!?" Grommuk thunders, the boom of his voice reverberating through the ruin's confined, arched hallways. He grunts and groans and grimaces as he shifts his way towards the group, accepting Nyugusk's hand with an appreciative grunt.

"Siz dost olun. Bu qapalı yerlərdə xəstə mənim yeni toplu uyğun görünür. Harada, ağlını itirmiş çəhrayı dəri üçün off əldə etdiniz? O, ən azı hatalar haqqında izah ola bilər!" Grommuk sighs, sounding more like a cavernous growl given his enlarged state. He continues wiggling down the tunnel like a worm, eager to be somewhere big enough for him to stand upright.

Orcish:
"Thank you friend. These confined spaces are ill suited to my new bulk, it seems. Where did the maddened pink-skin get off to? He could have at least told us about the bugs!"


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Heeding her instincts, she drops to all fours to effortlessly climb down the slick pathway down. Once underground, she stays crouched as she conjures four globes of light, though she keeps them back away from her, favoring the shadows they cast and seeing fine in the dim light.

She tests the air, ready to alert the group if she smells something.


Hrimnagel takes his time to descend the slippery ladder rungs. While everyone is getting ready (Argor cleaning himself and the orcs healing and complaining), the deep gnome says to Cladissa in his small, thin voice, "I'll scout ahead a bit. Underground is my home." He carries his longbow as he melds into the shadows.

Stealth take 10+25=35
Perception take 10+12=22
move to G35 before returning


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Smiling, Nyugusk replies, "Mən bilirəm ki, sağ? Dizaynerlər hətta freakishly böyük tələbələrin təcrübə hesab etməyib kimi."

Orcish:
"I know, right? It's like the designers didn't even consider the experience of freakishly large students."

Hrim scouting sounds good. Ready here.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor will also be maintaining a Dancing Lights spell, trying to illuminate as much of the area around them as possible.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Mən biz Nekropollardakı olduğunuzu düşünürəm, mən dizaynerlər bütün tələbələr haqqında düşünürdük düşünmürəm, Cladissa comments softly as she slinks along the corridor.

Orcish:
I think we're in the necropolis, so I don't think the designers were thinking about students at all.


Going to G 35 gets nothing, so I'm going to assume he peeks through the cracked door as well.

Carved pillars in the corners of this chamber hold aloft a double-vaulted ceiling of cracked frescos. On either side of the chamber, a single step leads up into a deeply recessed area that forms an arched room of its own.

When he pops his head inside the room, Hrimnagel sees two malignant clouds of shadows boiling in the air, their skeletal maws eerily babbling as the creatures' claws manifest from the darkness, before fading away again. The quiet babbling of the creatures creeps into Hrimnagel's ears, tearing at the edges of his sanity.

Will save: 1d20 + 7 ⇒ (5) + 7 = 12
Duration: 2d4 ⇒ (2, 4) = 6

The deep gnome finds himself frozen in place, fascinated by his own darkest thoughts for a full thirty or forty seconds before he comes back to himself. Luckily, the two undead creatures fail to notice him during his involuntary reverie.

Hrimnagel's Know Religion: 1d20 + 7 ⇒ (5) + 7 = 12

Hrimnagel doesn't recognize what type of undead the creatures are, but he bets Argor will know.

Map


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk sighs, and squirms around awkwardly to look at Argor. "Can make small again? Grommuk's shoulders hurt."


Hrimnagel returns to the group after almost a minute in the short corridor. He takes a deep breath to steel himself before clearing his throat to announce his presence. "There's a cracked door at the end of the hallway. Inside there are two malignant clouds of shadows boiling in the air, their skeletal maws eerily babbling as the creatures' claws manifest from the darkness, before fading away again. They are probably undead and very frightening. I hope you know what they are to better defeat them."

While they discuss, he gathers three sling bullets from his pouch and gives them the blessing of Count Ranalc. He switches his longbow for his sling.

Casts Magic Stone


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

"Argor, why don't you take a look to see if you can offer any suggestions before we barge in."

Nyugusk will stand near the front, ready to barge in when all are set.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Can I identify them via description, if not, I will move up, but only with some security.

Knowledge (Religion): 1d20 + 10 ⇒ (18) + 10 = 28


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

<< Some security


You need to see them. Assuming you dismiss Grommuk's enlarge, Argor.

Argor will save: 1d20 + 3 ⇒ (20) + 3 = 23 Pass
Nyugusk will save: 1d20 + 2 ⇒ (7) + 2 = 9 Fail
2d4 ⇒ (2, 2) = 4

Argor stealth: 1d20 + 1 ⇒ (11) + 1 = 12
Nyug stealth: 1d20 + 2 ⇒ (7) + 2 = 9

Perception: 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (13) + 7 = 20

Argor and Nyugusk creep up to the slightly open door. As soon as they get close to the door, and can hear the undead muttering, Nyugusk freezes, a look of horror creeping across his face. Argor, slightly in front of him, doesn't notice as he pops his head into the room. He immediately recognizes the two incorporeal undead as Allips.

Allip:
This creature is an allip, the spectral remains of someone driven to suicide by madness. This result reveals all undead and incorporeal traits.

Though it can cause no physical harm, an allip's touch can drain away a victim's willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.

It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip's mind is so tortured as to damage any other mind that touches it.

As this information fills his mind, the door creaks under Argor's weight. The two allips whirl and hiss at the wizard.

Begin Round 1

The two allips fly into the walls, and emerge a second later flanking Argor. They reach out to grasp him with their spectral claws. Both of their ice cold hands pass right through Argor's chest, and immediately his mind fills with thoughts of madness and suicide.
____________________________________________________________

Initiative:

Hrimnagel: 1d20 + 3 ⇒ (7) + 3 = 10
Cladissa: 1d20 + 3 ⇒ (14) + 3 = 17
Argor: 1d20 + 2 ⇒ (5) + 2 = 7
Grommuk: 1d20 + 1 ⇒ (17) + 1 = 18
Nyugusk: 1d20 + 2 ⇒ (5) + 2 = 7
Monster: 1d20 + 5 ⇒ (15) + 5 = 20
Monster: 1d20 + 5 ⇒ (7) + 5 = 12

Initiative
Allips 16
Party 11.8

Touch on Argor: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Touch on Argor: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Wisdom Damage: 2d4 ⇒ (3, 2) = 5

Nyugusk, you are fascinated for 4 rounds, or until one of them attacks you.

Argor, make sure you read Ability Score Damage.

Everyone else needs to give me two DC 15 will saves (or one if I/you already rolled one) or be Fascinated for 2d4 ⇒ (2, 2) = 4 rounds. If you pass you can act normally.

They have cover from the walls, so their ACs are 18 currently.

Map


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor gapes in terror when he realizes the dangerous situation they are in.

"Allips! Their touch ravages your minds! Kill them quickly!"

He takes a step into the room and tries to cast a spell to render him invisible, but the creatures claws have already had a negative effect on his mental faculties.
__________
Cast Defensively: 1d20 + 9 ⇒ (5) + 9 = 14
Invisibility lost, 5' step to J35.


Throw in a move action to open the door, but that still works. All the doors in this place are slightly ajar, and heavy stone. You can peak through them, but it takes a move action to open them.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyugusk stares in horror and wonder at the allips, his massive jaw hanging open and drool coming down his chin.

Assuming this is standard fascination effect, an ally can shake me free too as a standard action, yes?

Will: 1d20 + 2 ⇒ (11) + 2 = 13


They can approach without granting a second save, but allies could shake you free, yes.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk continues being too weak willed to resist any effect ever conceived by any creature anywhere ever. He joins the other orc-blooded Pathfinder in drooling fearfully.

Will Save: 1d20 ⇒ 2
Will Save: 1d20 ⇒ 10


Argor second will save (before his turn): 1d20 + 3 ⇒ (13) + 3 = 16 Pass


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Will save: 1d20 + 4 ⇒ (14) + 4 = 18 Pass
Will save: 1d20 + 4 ⇒ (9) + 4 = 13 Fail


Will DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Will DC 15: 1d20 + 7 ⇒ (8) + 7 = 15

Hrimnagel shakes off the fascination effect this time and realizes the creatures are incorporeal. He sneaks through everyone to stand in front of Argor while pulling out his morningstar. When he gets a flank, he attacks the creature.

Stealth take 10+25=35
move to J35
morningstar: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
damage: 1d6 + 1 ⇒ (4) + 1 = 5


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

This could be very bad. If it's not too late, I'd like to spend a hero point on that second save. If I'm allowed, then:

Cladissa shakes off the babbling insanity in her mind. She blinks several times, then casts chill touch, designating Cole as the toucher. Then she pulls out a flask of holy water.
___________________

Round 1
Standard action: cast chill touch, using Cole to deliver the touch spell.
Move action: draw flask of holy water.

Cole double-moves forward to G-35, using Stealth. Stealth: 1d20 + 16 ⇒ (2) + 16 = 18


You can spend a hero point post-roll for a +4, yes. Before I update, need some feedback from Cladissa, though. I had always assumed you were leaving Cole back at the house when you went on missions. Otherwise I probably would have killed him by now. He's too large of a familiar to hide in a pouch or bag, so that makes him a target. This isn't Order of the Stick where your familiar appears whenever it's convenient (~_~). If you want him to be here, that's fine, but he's going on the map and staying on the map. Secondly, stealth requires cover or concealment to hide. If he walks down the hallway with stealth right now, all it will do is make him quiet. The Allips will be able to see him without making a perception check. In light of those two things, would you like to change your action before I update?

Also, Hrimnagel, it's impossible for you to flank them while they are in the wall, unless you are also in the wall. You can still attack them, just no +2.

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