Academy of Secrets (Inactive)

Game Master Corsario

Belzeragna Map


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Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

"Talk about frugal living! Nothing else of value, no traps."


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

The wizard will cast detect magic to ensure that the spellbook isnt trapped.

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Not trapped. It is a normal spellbook.


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

She will take a look through it.

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Lots and lots of spells.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Anything that would strike Enothai as partifularily useful for our situation, in case we do end up trapped here for whatever reason?
(e.g. Dimensional Lock since we are dealing with Fiends, Magic Circle against Evil for the same reason etc...)

"Remember Enothai, time is of the essence...we need to get back to the material plane today, or the price money will be forfeit by the rules of the breaching. With that amount of Gold, you can probably buy all the scrolls you need. I'd say 2 or 3 spells, at most, then we move on"


"And then we return it. One less person to help. We'll need to be prepared for his invisible tormentors, however." Aizer was fairly sure they wouldn't simply allow them to give the book back.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

I hope not, Aizel...since they are, by GM decision, ultra-invisible(that is, cannot be seen even if you see invisible stuff), rather than just immune to purging, there is pretty much nothing we can do except let you try and pinpoint them with scent and suffer the regular miss chance. I can only "prepare" to try and hit something you pinpointed, then also suffer miss chance. And Enothai can just blindly blast with area spells wherever we are not. Plus I think we rolled good enough to know they are elementals. So...
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Meaning Flanking and Crits are straight out which lowers my damage output quite a bit.
Honestly, I have no idea how to deal with them. It's good we have Scent with you so at least one of us has SOME option to deal with them. Unless, of course, they don't leave a scent either being elementals.
Then we will ungloriously end our adventure in that room, being slapped around by mean-spirited poltergeists. Heck, I'd prefer a Ghost as I could see Ethereal stuff.


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Does she find anything useful?

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How much time she wants to spend studying the book? She is looking for high level spells (which take maybe hours to figure them out) or cantrips (10 or 15 minutes each)?


fluid fey-touched Dreamlord

In that case, we have no time for this. Lets give it back and continue?

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You return to the library, and Terentius looks at you with expectantly eyes.
"Tell me! Did you find it? Oh please, gods, tell me you have it!"


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Ganorok whispers to you.
"I think I should mention this, but I got some divine Faerie Fire scrolls for a situation just like this."


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

KN planes: 1d20 + 19 ⇒ (9) + 19 = 28 To see if there even is something that could be outlined for faerie fire

If yes, I will sharpen my own senses with acute senses before entering the library.

Perception: 1d20 + 42 - 4 ⇒ (4) + 42 - 4 = 42

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Yes, the Fairie Fire should work, maybe they don't have a physical body, but the turbulence they cause should make easy to pinpoint where they are, if not completely removing the concealment.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Do I see where they are?

If none are near the mage, I will hand the spellbook towards him but keep holding on.
He was driven quite mad by his year here...best not give him reason to snap by parleying before handing over his object of desire
"Yes, we found it. Here is your ticket home. Hide from the Academy, and tell *trusted contact* in *city* about what's going on here. If we don't make it out, they'll know what to do."
After having said my part, I'll let go of the spellbook.

I do assume at our level we would have some people we know and trust. Instead of making them up and explaining, I'm leaving this open as hopefully it won't be relevant.

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Don't worry, not really relevant.
Terentius eyes widen, a joyful scream parts his lips and disappears together with him, vanishing in thin air.

Spellcraft DC 15:
A teleportation effect.

Knowledge (Arcana) DC 25:
Probably a condition of his contract. He got his spellbook, he gets to go back home.

The books around the library fall to the ground as one, with a thud sound.
Roll Initiative!


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Perception trying to find a target: 1d20 + 42 - 4 ⇒ (9) + 42 - 4 = 47


Initative: 1d20 + 4 ⇒ (5) + 4 = 9

Perception(Scent): 1d20 + 19 ⇒ (1) + 19 = 20


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Init. 1d20 + 2 ⇒ (8) + 2 = 10


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

Initiative: 1d20 + 12 ⇒ (18) + 12 = 30

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Enemies Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Ganorok quickly uses a scroll to cast Glitter Dust in the middle of the room.
Affected: 1d6 ⇒ 6
He gets all of the invisible stalkers in the area of effect.
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Will Save: 1d20 + 4 ⇒ (1) + 4 = 5
Will Save: 1d20 + 4 ⇒ (13) + 4 = 17
Will Save: 1d20 + 4 ⇒ (18) + 4 = 22
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Three of the creatures are blinded by the dust, three others are not.
Aizel and Orion's turn


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Since we can't really rest, I'll keep Judgement and Bane in reserve, guess the head honcho deserves both more

Attack: 1d20 + 17 ⇒ (6) + 17 = 23 If it's blinded I may even hit with this-
Damage: 2d6 + 20 ⇒ (3, 6) + 20 = 29

Free Intimidate: 1d20 + 26 - 4 ⇒ (17) + 26 - 4 = 39
Swift Hurtful: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d6 + 20 ⇒ (2, 2) + 20 = 24
Crit?: 1d20 + 17 ⇒ (15) + 17 = 32
Extra Damage: 2d6 + 20 ⇒ (1, 6) + 20 = 27


Aizel became large once more, Bloodraging to boost his strength, before heading towards the nearest glowing figure and attacking.

I assume I can't charge and none are within range, so just the one attack.

Attack: 1d20 + 25 ⇒ (5) + 25 = 30
Damage: 1d10 + 18 ⇒ (9) + 18 = 27


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Know Planes 1d20 + 22 ⇒ (11) + 22 = 33 to figure out how best to affect these creatures.

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Both Orion and Aziel hits their enemies, but don't destroy them (Orion do his swift attack, but the creature seems immune to critical hits).
Enothai remembers what she once read about this creatures:
Very little is known about these enigmatic and mysterious creatures, as their very nature makes details of their true form difficult to discern. Brought to this world from the Plane of Air, these creatures fulfill tasks for those who conjure them. Invisible stalkers act as guardians, assassins, and trackers, occupations in which they excel. Their natural invisibility and skill at stealth allow them to follow their quarry without detection and give them the upper hand when it comes to exterminating a mark.
Many invisible stalkers resent this and see these petty tasks as nothing more than chores dictated by mortals. When given a particularly complex or bothersome task, an invisible stalker seeks to find a loophole in a poorly worded instruction. For instance, wizards calling an invisible stalker into service with the instructions “protect me from danger” might find themselves escorted to a faraway hidden location, or even brought to the Plane of Air.
Due to their constant summoning, many invisible stalkers harbor hostility for those dwelling on the Material Plane. Those invisible stalkers new to the mortal world only know the stories of their kind and tend to keep an open mind about the intentions of those who call them. Over time, or in the service of a particularly vile master, invisible stalkers form negative opinions of these creatures of flesh and bone, leading to their tendency to pervert their instructions and cause harm to their masters. For older and more experienced invisible stalkers, the only thing protecting those who summon them is the magic that binds them. These creatures automatically try to use inconsistencies in the wording of their tasks and literal twists on the intention to find a way to inconvenience, injure, or even kill the priest or arcanist that brought them to the plane.

Maybe they could be banished from this plane?

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Three creatures, blinded, don't attack, the rest attack 2 on Aizel and 1 on Orion.
Aizel
Attack Roll: 1d20 + 12 ⇒ (7) + 12 = 19
Damage Roll: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Attack Roll: 1d20 + 12 ⇒ (9) + 12 = 21
Damage Roll: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Attack Roll: 1d20 + 12 ⇒ (20) + 12 = 32
Damage Roll: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Attack Roll: 1d20 + 12 ⇒ (20) + 12 = 32
Damage Roll: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Orion
Attack Roll: 1d20 + 12 ⇒ (3) + 12 = 15
Damage Roll: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Attack Roll: 1d20 + 12 ⇒ (19) + 12 = 31
Damage Roll: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Confirm Criticals on Aizel
Attack Roll: 1d20 + 12 ⇒ (16) + 12 = 28
Attack Roll: 1d20 + 12 ⇒ (11) + 12 = 23
Your turn!


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Perhaps they can be banished! she cries out to the inquisitor.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Only I don't have Banishment as Level 5...only Dismissal at Level 4. Difference being that Dismissal is Single-Target, and was intended to be used against singular dangerous entities(such as the retriever earlier). Since there's several of these here, and I only have 2 Level 4 Spells left, we may be better of just slicing and dicing. Maybe one of your damage spells could help out? They seem airy so maybe not electricity, but I'd think a well-placed fireball or cone of cold could seriously help out. In this case it is 6 enemies, which seems like a great opportunity to unpack those AoE-damage dealers.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Attack 1: 1d20 + 17 ⇒ (6) + 17 = 23
Damage 1: 2d6 + 20 ⇒ (3, 1) + 20 = 24
If target does die, 5-foot step towards another target, room does not seem that big, otherwise hit it again
Attack 2(no PA, iterative): 1d20 + 12 ⇒ (13) + 12 = 25
Damage 2: 2d6 + 11 ⇒ (2, 2) + 11 = 15

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Orion destroys one of the creatures, and hurts another one.
Don't forget to count your wounds into account...


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Are we able to see the ones on the map that were faerie fired?

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All of them were "marked" so you can see them. 3 of them are blinded. 2 are not blinded. No map for this fight.


I assume one or more is within ranged of my attacks,if not ignore the bike and claw 2.

Aizel's feral assault continued unabated.

Bite: 1d20 + 25 ⇒ (19) + 25 = 44
Damage: 1d8 + 18 ⇒ (8) + 18 = 26

Claw 1: 1d20 + 25 ⇒ (4) + 25 = 29
Damage: 1d10 + 18 ⇒ (8) + 18 = 26

Claw 2: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 1d10 + 18 ⇒ (8) + 18 = 26


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Can I focus a fireball on them and not get us in the blast??


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Maybe reword that as "How many of them can I catch in a fireball at the same time without hitting one of us?" and add a conditional action...e.g. 3+ you shoot a fireball, less than 3 you do something else?


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

Good idea! Ok.

How many of them can I catch in a fireball at the same time without hitting one of us?

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Aizel destroys another one.
Enothai can make three of them (the blinded ones) be in the area of a fireball, without hitting her friends.


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

She will cast it on them.
Ast threre poere potens
10d6 ⇒ (2, 4, 3, 6, 2, 1, 4, 3, 6, 1) = 32

DC 22

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Reflex Save: 1d20 + 11 ⇒ (2) + 11 = 13
Reflex Save: 1d20 + 11 ⇒ (8) + 11 = 19
Reflex Save: 1d20 + 11 ⇒ (9) + 11 = 20
The three of them feel the full blast of Enothai's fireball.
The last functioning creature keep attacking Aizel.
Attack Roll: 1d20 + 12 ⇒ (18) + 12 = 30
Damage Roll: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Attack Roll: 1d20 + 12 ⇒ (7) + 12 = 19
Damage Roll: 2d6 + 4 ⇒ (2, 4) + 4 = 10
The other three, burned, tumble around aimlessly. But they seem to be regaining their senses...


Grunting at another hit, Aizel attempted to tear the invisible creature in half.

Bite: 1d20 + 25 ⇒ (1) + 25 = 26
Damage: 1d8 + 18 ⇒ (8) + 18 = 26

Claw 1: 1d20 + 25 ⇒ (20) + 25 = 45
Damage: 1d10 + 18 ⇒ (8) + 18 = 26
Crit Confirm: 1d20 + 25 ⇒ (13) + 25 = 38
Crit Damage: 1d10 + 18 ⇒ (8) + 18 = 26

Claw 2: 1d20 + 25 ⇒ (9) + 25 = 34
Damage: 1d10 + 18 ⇒ (9) + 18 = 27

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Aizel destroys the one in front of him.
Just the three blinded ones remain.


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

On her turn she will fireball them again. 10d6 ⇒ (1, 3, 3, 4, 1, 6, 5, 3, 6, 1) = 33

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Reflex Save: 1d20 + 11 ⇒ (4) + 11 = 15
Reflex Save: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex Save: 1d20 + 11 ⇒ (20) + 11 = 31
Two of them gets badly burnt, but one avoids part of the blast by getting behind a bookcase by sheer luck!
The three of them are still standing.


F Elf 13 Female elf wizard 13 Enchantress CN Medium humanoid (elf) Init +2; Senses low-light vision; Perception +16 HP 77

I am almost out of those spells she says.


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

Attack 1: 1d20 + 17 ⇒ (7) + 17 = 24
Damage 1: 2d6 + 20 ⇒ (6, 6) + 20 = 32
Attack 2: 1d20 + 12 ⇒ (20) + 12 = 32 => Stupid Elementals immune to crits
Damage 2: 2d6 + 11 ⇒ (3, 4) + 11 = 18

[ooc]Assuming they are damaged enough that a hit would destroy them, so trying to get somewhere where I can hit 2 different ones.

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Lets advance the history...
The last remaining invisible creatures are quickly dispatched. The library is silent again.


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

"Well done! Sorry I didn't help, but they were not very vulnerable to my attacks..."


HP: 24/24 | AC 18 / FF 16 / Touch 12 | CMD 15 | Fort 5 Refl 3 Will 6 | Init 2, Perception 12

"You did help, by allowing us to attack them without fail. Otherwise Aizel would have had to swing wildly, and Enothai guess where to place her spells." Orion smiles at Ganorok.
"Well then, next up will be those two devils discussing...any grander plan on how to handle them? Should we take sides?" he asks the others...


Male Ratfolk | Rogue 15 Cleric of Abadar 1 | AC 31 T 20 FF 31 | HP 131/131 | F +18 R +21 (+5 Traps) W +18 | Init +11 | Perc +30 (Trapfinding +37 automatic at 10') Darkvision 60' | Status: Heightened Awareness, Nondetection, Resist Energy Fire

"Or to help barter a deal... we could try..."

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