All's Well that Ends in a Well

Game Master Choon


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RA T1 | WotR

Vuzi brings down the cultist in front of her as Grelthe's javelin misses.

The High Priest Withdraws (preventing AoO) from Harkon's reach. However, another spell in the form of two beams of lethal fire come streaking from the darkness!
2d20 ⇒ (17, 17) = 34
fire damage, harkon: 8d6 ⇒ (1, 2, 3, 4, 1, 2, 6, 2) = 21

those with darkvision over 30':
You spot the caster, a barely visible shimmer in the form of a man hovering about 40 feet above and to the north of Harkon!

As the High Priest disengages, the two Priests that are left engage Harkon to prevent him giving immediate chase!
2d20 ⇒ (7, 13) = 20
But he holds off their attacks without harm.

Party up!

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 64/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 0/10 | Smite 1/3 | LoH 8/14 | Spells: 1st 3/5 2nd 2/3 | +4 vs Fear & Charm within 10'

Harkon gives a wordless ouch, and gives chase after the high priest by opening one more crack in the universe and stepping through to the edge of his vision and the same side he sees the priest retreat around the statue, then closes the gap once he is within sight again (move action).

Assuming he clears the cone of silence, Harkon begins to threaten the high priest with his impending demise, "ENOUGH! Your reign of terror ends here priest!" he shouts derisively (completely ignore this statement if he cannot hear himself yet). He then proceeds to pummel the high priest:

ENOUGH!: 1d20 + 9 + 2 + 1 + 6 ⇒ (10) + 9 + 2 + 1 + 6 = 28 PA+holy+nimbus+smite

End the high priest: 3d6 + 15 + 2d6 + 1 + 8 ⇒ (4, 3, 3) + 15 + (3, 3) + 1 + 8 = 40 PA+holy+nimbus+smite

Then, as a sift action, Harkon Lays on Hands to heal himself

LOH: 4d6 ⇒ (6, 4, 3, 2) = 15


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Am I out of the area of silence?


RA T1 | WotR

You are


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Is the blue box a priest? Can I see him from where I'm standing?


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I forgot I can't cast half my spells anyway. The rest are fairly useless in this situation. Oh hey, Orc racial darkvision is 60 feet! I can see that!
Once Grelthe can hear herself (realizing she's out of the silence spell) she will yell out the coordinates of the new mystery person floating in the air!

How long am I slowed for? And I assume Blessing of Fervor faded away several turns ago?


RA T1 | WotR

Vuzi can barely see it. Blessing of fervor has faded, I think. You are slowed for rounds/level. I'll let you know. :P


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi grins, and casts Boneshaker on the priest in blue.

DC 18 Fort save for Half: 6d6 ⇒ (3, 1, 1, 6, 4, 5) = 20
SR: 1d20 + 9 ⇒ (15) + 9 = 24


RA T1 | WotR

1d20 ⇒ 6
The flying priest(?) staggers back!


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe will call on the powers of good to aid her against evil (swift action Weal's Champion) and then attempt to throw a cold iron javelin (w/ prewound amentum extending the range) at the floating invisible guy.

javelin attack (Weal's Champion, negative levels, slowed): 1d20 + 10 + 4 - 2 - 1 ⇒ (6) + 10 + 4 - 2 - 1 = 17
damage (Weal's Champion, negative levels): 1d6 + 5 + 4 - 2 ⇒ (1) + 5 + 4 - 2 = 8
Pooh-pooh. I swear I have rolled more 1s this combat...

Weal's Champion:
Weal’s Champion (modified Smite Evil attack; 3/day, lasts 4 rounds):
Three times per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +2 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

(Guess my hands are occupied with thief tools so no full round flurry. I can continue unchaining the cats at that point.
You guess got this anyways right?^^)

Relieved at the holy light issuing forth from the male paladin hell bent on bringing righteous smiting to the head priest of this foul place, Amari doubles his effort to free the prisoner.
Who in their right mind would assemble a lock like that? It does not make any sense. How would it even open. There is no opening mechanism I can see... Guess it is brute force time...
Cat Freedom (now with 100% more light)!: 1d20 + 20 ⇒ (9) + 20 = 29


RA T1 | WotR

Amari finally succeeds with the most relieving little metal *clink* of his life!

Grethle's javelin misses where Vuzi's spell does not.

Harkon is very much a paragon of divine fury at this moment and his weapon dives through the layered defenses of the High Priest as if they were not there! The resounding crunch and subsequent *thud*. signals the end of that mighty servant of darkness!

Don't have access to my pdf's here at work and I'll be on duty until about 1am today. Will update with enemy actions early-ish tomorrow.


RA T1 | WotR

The floating priest focuses and casts a spell. Black tentacles sprout from the floor and grab at the monk, the Paladin, and the newly free cat!
Harkon, Amari, and Simon, your CMD is attacked at 1d20 + 12 ⇒ (7) + 12 = 19 which hits... none of you, I think.

The cat's free! Kill the Panther! The two remaining priests call as they run after Harkon! The remaining acolytes remain cowering in the corner.

Sorry, Party up!


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

"No. Emily!! Come here." Vuzi calls to the cat. Vuzi tries to dispel the grasping tentacles spell.

Caster Level Check: 1d20 + 8 ⇒ (14) + 8 = 22


RA T1 | WotR

The tentacles disappear!


RA T1 | WotR

To be clear, Simon is free. Emily is still bound to the wall and helpless.

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 64/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 0/10 | Smite 1/3 | LoH 8/14 | Spells: 1st 3/5 2nd 2/3 | +4 vs Fear & Charm within 10'

With the head priest dying on the floor in front of him and the tentacles dispelled Thanks Vuzi! , Harkon casts a shield spell using his last reservoir point to metamix the still metamagic and avoid the miscast chance for his armor and costing him a second level spell. He can be heard clearly saying the activation phrase: "Fethos", then moves to interpose himself between the remaining priests and Emily. his new AC is in parenthesis

"Hello boys, I am baaaack and this cat is under my protection. What, have you not renounced your paltry god and surrendered to me? I have ended your high priest, the evil of this 'temple' will not last the day. Surrender is your only chance to earn our mercy." Harkon sneers the word temple.

Can one declare power attack for the round if you do not actually attack during your place in initiative? Just need to know which combat line to use if I set off any AOOs while I am protecting Emily.

oooh, and I can now see the blue square...whatzit?

and Harkon uses his swift action to lay on hands, he waited until he got in front of the priests so they saw him do it.

Lay On Hands: 4d6 ⇒ (3, 5, 4, 3) = 15


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:57/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Finally unshackled, the Catfolk straightens his back for a moment, letting a low hiss escape his blood-encrusted lips.
"Give me those, Blackman-yesyes.
Gotta free my sister and you seem more ready to fight than poor me right now.."

And he quickly grabs the thieves tools from Amari.
As the voice speaks up, he howl in agony, fear and rage.
"Oh no, you won't-frchhh!"
He flings himself forward, straight towards the point where Emily is bound to the wall in an awkward, certainly uncomfortable way.
(So, what is his status? Hp, Equipment, spells, other X/day abilities? For now I'll treat him as practically NPC, without anything interesting available.)


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

One last attempt at throwing a javelin at the "invisible" guy...

cold iron javelin attack (Weal's Champion, negative levels, slowed): 1d20 + 10 + 4 - 2 - 1 ⇒ (15) + 10 + 4 - 2 - 1 = 26
That will probably hit, which means everyone else gets +2 both to hit and to damage against invisible guy for the next round.
damage (Weal's Champion, negative levels): 1d6 + 5 + 4 - 2 ⇒ (6) + 5 + 4 - 2 = 13

Weal's Champion:
Weal’s Champion (modified Smite Evil attack; 3/day, lasts 4 rounds):
Three times per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +2 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.


Human UC Zen-Archer 8, UC Rogue 4 | Stats: (HP:37/60, AC:23|T:20|FF:-, Saves F:8|R:10*|W:10+2, CMD:37, Per/SenseMotive +18*) Resources: [KI: 9/11, Perfect:8/8], Effects: Barkskin, Ragesong, Enlarged

Wasting all of one blink in surprise, Amari quickly hurries after the Catfolk and the Paladin, keeping within the circle of holy light until the new target appears from the deep darkness.
Taking careful aim, he sends a lethal arrow against the enemy, which scatters upon impact, releasing another gust of powdered pepper, threatening to temporarily rob the target of sight.
Perfect Maneuver Shot: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24
Perfect Maneuver Shot Reroll: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
(if hit & to-hit >CMD: blinded for one round, plus another round per 5 above CMD)
Edit: wow, what rolls...


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Completely lost on where the enemies are.

Vuzi moves toward her friends and lets loose a Magic Missile at one of the enemies. GM can pick.

SR: 1d20 + 6 ⇒ (3) + 6 = 9
MM: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

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