[Alpha Group] A Call into Death: GM Choon presents Tomb of the Iron Medusa (Inactive)

Game Master Choon


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HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will Antagonize the other one that is far from him, while continuing to keep the attention of the ones closest to him.

Antagonize (Diplomacy DC 10+hit dice +wisdom modifier): 1d20 + 14 ⇒ (5) + 14 = 19

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

same routine on the one that seems to have it in for me.

deadly aim, rapid shot, many shot, haste
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 2d8 + 28 ⇒ (8, 5) + 28 = 41 acid: 2d6 ⇒ (1, 4) = 5
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 14 ⇒ (8) + 14 = 22 acid: 1d6 ⇒ 6
to hit: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 14 ⇒ (4) + 14 = 18 acid: 1d6 ⇒ 3
to hit: 1d20 + 16 ⇒ (9) + 16 = 25 damage: 1d8 + 14 ⇒ (3) + 14 = 17 acid: 1d6 ⇒ 4
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 14 ⇒ (2) + 14 = 16 acid: 1d6 ⇒ 3

confirmt: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 28 ⇒ (5, 2) + 28 = 35

clustered shot so DR only applies once.


Val continues her attack on the devil

Atk: 1d20 + 19 ⇒ (11) + 19 = 30
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (2, 3) = 5

Atk: 1d20 + 14 ⇒ (3) + 14 = 17
Damage:Silver:Good: 1d8 + 4 ⇒ (8) + 4 = 12
Damage:Holy: 2d6 ⇒ (4, 6) = 10

Atk: 1d20 + 9 ⇒ (9) + 9 = 18
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (1, 4) = 5

Reflex: 1d20 + 15 ⇒ (15) + 15 = 30

Note: She augments those within 10ft of herself (auras)


The Man. The Myth. The Mask!

Dont forget your reflex, Omar. :)

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

reflex save: 1d20 + 19 ⇒ (7) + 19 = 26

ring of evasion, so no damage


Ferod casts spiked pit under the paralyzed demon.

The demon, paralyzed, should fall in as it can't make a reflex save.

falling damage 50': 5d6 ⇒ (4, 2, 3, 5, 1) = 15 not sure if DR works against environmental damage

piercing spikes: 2d6 ⇒ (5, 3) = 8


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Reflex: 1d20 + 13 ⇒ (6) + 13 = 19 Whew. Just made it.

Rathis grits his teeth against the cold, refusing to let the numbness overcome him.

He continues to tear into the nearest foe, hoping to put at least one down before it can do any more harm.

Claw, power attack, amulet: 1d20 + 16 ⇒ (12) + 16 = 28
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (3, 4) = 7

Claw, power attack, amulet: 1d20 + 16 ⇒ (15) + 16 = 31
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (1, 4) = 5

Bite, power attack, amulet: 1d20 + 15 ⇒ (12) + 15 = 27
1d8 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (5, 4) = 9

Claw, power attack, amulet: 1d20 + 11 ⇒ (4) + 11 = 15
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (6, 3) = 9

Claw, power attack, amulet: 1d20 + 10 ⇒ (6) + 10 = 16
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (1, 4) = 5

Bite, power attack, amulet: 1d20 + 10 ⇒ (2) + 10 = 12
1d8 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (5, 2) = 7

Attacks are also all good-aligned, thanks to Valeria


The Man. The Myth. The Mask!

Spoiler:

10d20 ⇒ (5, 13, 7, 18, 3, 3, 4, 14, 19, 11) = 97

The party's hard fighting finally pays off. In the space of seconds three bone devils meet their ends. Only one ice devil on the right and Corso's threatened pair remain a threat to you.

Corso remains his unhitable self. In spite of a boatload of attacks against him, he remains unscathed.

The right ice demon summons a huge wall of glistening ice. The dangerously cold room's temperature drops even lower as waves of breath stealing air flow off of it. The ice devil then moves to the western side of the room.

Everyone except corso takes 2d6 + 1d10 ⇒ (5, 2) + (4) = 11 cold damage. Corso only takes the d10. The wall runs right in front of the party where the demons used to be. The last bone devil blocks melee access to either ice devil. I'll update the map soon.
Party up!


The Man. The Myth. The Mask!

Map Updated


Valeria does a 5-foot step to flank the bone Devil with Corso

Atk: 1d20 + 19 ⇒ (3) + 19 = 22
Damage:Silver:Good: 1d8 + 4 ⇒ (5) + 4 = 9
Damage:Holy: 2d6 ⇒ (2, 3) = 5

Atk: 1d20 + 14 ⇒ (20) + 14 = 34 crit
Damage:Silver:Good: 1d8 + 4 ⇒ (2) + 4 = 6
Damage:Holy: 2d6 ⇒ (6, 6) = 12

Atk: 1d20 + 9 ⇒ (14) + 9 = 23
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (4, 2) = 6

Crit: 1d20 + 14 ⇒ (14) + 14 = 28 confirmed
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (3, 6) = 9

Note: She augments allies within 10ft of herself (auras)


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Moving around the room, hoping to get in a better position to attack, Rathis pulls a bottle from the pouch on his belt and, dropping the stopper, quickly downs it.

"Let's put an end to this. I'm tried of the cold," he growls.

Move 30 feet west; drink extract of heroism (+2 to attacks and saves for 140 minutes.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will Antagonize the ice devil to his left then adjust to be next to both the right ice devil and the bone devil.

Antagonize (Diplomacy vs. DC 10 +HD +Wisdom Mod.: 1d20 + 14 ⇒ (3) + 14 = 17

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will shoot the bone devil.

deadly aim, point blank, many shot, rapid shot
to hit: 1d20 + 21 ⇒ (18) + 21 = 39 damage: 2d8 + 28 ⇒ (6, 8) + 28 = 42acid: 2d6 ⇒ (5, 1) = 6
to hit: 1d20 + 21 ⇒ (10) + 21 = 31 damage: 1d8 + 14 ⇒ (1) + 14 = 15acid: 1d6 ⇒ 6
to hit: 1d20 + 21 ⇒ (2) + 21 = 23 miss
to hit: 1d20 + 16 ⇒ (2) + 16 = 18 miss
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 14 ⇒ (2) + 14 = 16acid: 1d6 ⇒ 6


The Man. The Myth. The Mask!

Just waiting on Ferod


So there is an ice demon in the bottom of a spiked pit?

Ferod moves away from the wall. And...

Keep it up! One left to go! I ever tell you guys I think you're awesome?

Ferod is keeping an eye out.

Saving the big guns for later, his little stuff has little chance of effect against these.


The Man. The Myth. The Mask!

it was a bone devil as I understood it. I'm essentially taking that devil who is tied up in the pit out of the fight.

The party focus fires and the last bone devil and reduces it to nothingness in seconds. The east demon continues to attack corso, while the other steps up and attacks the quickly approaching Rathis.

screen:
10d20 ⇒ (17, 11, 17, 6, 14, 7, 14, 16, 4, 13) = 119
2d6 + 10 + 1d6 ⇒ (2, 3) + 10 + (1) = 16

Corso remains a solid bulwark, and his presence causes the demon's spear to miss at least once, but Rathis is still hit. (take 16 damage and make a DC 23 fort or be Slowed)

The party takes 1d10 ⇒ 6 from the ongoing cold.

Party UP!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Target closest devil.

deadly aim, point blank, many shot, rapid shot

to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 28 ⇒ (1, 6) + 28 = 35
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 14 ⇒ (7) + 14 = 21
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 14 ⇒ (7) + 14 = 21
to hit: 1d20 + 16 ⇒ (13) + 16 = 29 damage: 1d8 + 14 ⇒ (3) + 14 = 17
to hit: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d8 + 14 ⇒ (8) + 14 = 22

gonna skip the acid since it is probably resisted anyway


Can the cold be resisted with endure elements?


The Man. The Myth. The Mask!

Endure elements was my first thought when I read it, but unfortunately no. This cold is beyond normal environmental effects. It is specifically called out in the book as supernatural.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Resist elements is necessary. Endure elements only works against the environmental cold which does non lethal damage over hours.


Valeria continues on the bone Devil

Atk: 1d20 + 19 ⇒ (10) + 19 = 29
Damage:Silver:Good: 1d8 + 4 ⇒ (2) + 4 = 6
Damage:Holy: 2d6 ⇒ (6, 3) = 9

Atk: 1d20 + 14 ⇒ (10) + 14 = 24
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (3, 6) = 9

Atk: 1d20 + 9 ⇒ (18) + 9 = 27
Damage:Silver:Good: 1d8 + 4 ⇒ (5) + 4 = 9
Damage:Holy: 2d6 ⇒ (6, 3) = 9

Note: She augments allies within 10ft of herself (auras)


The Man. The Myth. The Mask!

Valeria: bone devil is down. You will have to move to get into Melee range on one of the ice devils.


Then she charges a Ice devil.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will intimidate the far one to demoralize him.

Initimidate (DC 10+HD+Wis Mod): 1d20 + 14 ⇒ (5) + 14 = 19


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Fortitude: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19

Really?

Shivering from the increasing chill and starting to feel weak, Rathis steps forward toward the nearest devil and slashes brutally at it.

Claw, power attack, amulet: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (6, 2) = 8


The Man. The Myth. The Mask!

screen:

1:
5d20 ⇒ (20, 8, 16, 5, 7) = 56
2d6 + 10 + 1d6 ⇒ (2, 6) + 10 + (3) = 21

The right Ice devil crunbles under the combined assault of Omar and Rathis. Valeria has trouble making her blows land, but it doen't matter now. Just one left.

That one continues to engage Corso in heated combat. Most of his blows miss, but his spear does manage to scratch the defensive specialist.

Take 21 damage, DC 23 fort or be Slowed for 1d6 ⇒ 6 rounds
The party takes 1d10 ⇒ 10 cold from the environment.
Party up!


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Fort Save: 1d20 + 19 ⇒ (1) + 19 = 20

I'm right there with you Rathis
As his reactions slow, Corso will change tactics and make a defensive attack at the infernal creature next to him.

Attack Roll with Combat Expertise and Fight Defensively: 1d20 + 14 ⇒ (1) + 14 = 15

Really! 2 ones in a row? bleh! At any rate, my AC is currently (including factoring in the slow) 44/24 touch/36 flatfooted

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

deadly aim, many shot, rapid shot

to hit: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 2d8 + 28 ⇒ (5, 5) + 28 = 38
to hit: 1d20 + 20 ⇒ (18) + 20 = 38 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 1d8 + 14 ⇒ (5) + 14 = 19
to hit: 1d20 + 15 ⇒ (1) + 15 = 16 miss
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 miss


Valeria charges the last ice Devil

Atk: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34
Damage:Silver:Good: 1d8 + 4 ⇒ (3) + 4 = 7
Damage:Holy: 2d6 ⇒ (5, 3) = 8

Note: She augments allies within 10ft of herself (auras)


The Man. The Myth. The Mask!

Spoiler:

1:120
5d20 ⇒ (13, 9, 12, 1, 17) = 52
1d10 ⇒ 8
bomb: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 14 + 2d6 ⇒ (1) + 14 + (3, 6) = 24

Rathis move up on the last devil and lands a hit.

The devil is now hard pressed, but it does not back down. It spreads out its attacks to try to make a final good contact, but cannot seem to make anything land on either the impermeable fighter before it or any of his fellows.

Party takes 8 more cold from the room. Party up! Finish him!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

deadly aim, many shot, rapid shot, point blank shot
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 24 ⇒ (2, 2) + 24 = 28
to hit: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 1d8 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 1d8 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d8 + 14 ⇒ (6) + 14 = 20


Valeria continues on the Ice Devil

Atk: 1d20 + 19 ⇒ (13) + 19 = 32
Damage:Silver:Good: 1d8 + 4 ⇒ (8) + 4 = 12
Damage:Holy: 2d6 ⇒ (5, 3) = 8

Atk: 1d20 + 14 ⇒ (3) + 14 = 17
Damage:Silver:Good: 1d8 + 4 ⇒ (3) + 4 = 7
Damage:Holy: 2d6 ⇒ (5, 4) = 9

Atk: 1d20 + 9 ⇒ (7) + 9 = 16
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (2, 2) = 4

Note: She augments allies within 10ft of herself (auras)


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will again act to keep the devil focused on himself.

Antagonize (Diplomacy vs. DC 10+HD+Wis): 1d20 + 14 ⇒ (9) + 14 = 23


Devil begone! Nice work guys. And ladies. Ferod winks at Valeria.


The Man. The Myth. The Mask!

As Ferod says, so it is. With a parting swipe from Rathis the last of the foes is focefully ejected from this plane and the supernatural cold dissipates.

Combat over


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"I begin to wonder at the sort of people who would create such a tomb."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"In my experience, tombs but rarely come stuffed with angels. It's always something which doesn't like intruders and lasts a long time. So you've devils, demons, elementals, and undead. Don't know if it really reflects on a family or not. Though this one does seem a bit on the nasty side as families go. "


I'm starting to wonder if removing them from the gene pool wasn't such a bad idea.

perc: 1d20 + 18 ⇒ (13) + 18 = 31

Ferod starts checking out the tomb, this much protection must be for a reason.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Check out the various rooms.

K2a perception: 1d20 + 29 ⇒ (11) + 29 = 40
K2b perception: 1d20 + 29 ⇒ (9) + 29 = 38
K2c perception: 1d20 + 29 ⇒ (18) + 29 = 47
K3 perception: 1d20 + 29 ⇒ (10) + 29 = 39

If there is a closed door, use the roll to check it for a trap (at +7)


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

IIRC, the doors to k2b and k2b are open, as the ice devils stepped out of them.


The Man. The Myth. The Mask!

The ceiling of this room is fifteen feet high. Large arched niches fill the east and west walls; various bones are mortared into the niches in artfully arranged patterns, and each is packed with the jawless skulls of countless humans. Each skull has a name painted on its surface, along with dates of birth and death. A ragged hole in the ground to the northeast drops into what appears to be an even deeper cavern.

In the northwest corner of the room, a skull bearing the words “Thrasillus Daellum Adella, 4321–4418” still has its jawbone attached.

DC 18 Dex:

Removing the skull from its niche reveals that it has an exquisite oval ruby etched with the symbol of the cross-eyed medusa clenched between its teeth, radiating transmutation magic. This ruby is probably one of the items needed to activate the entrance teleportation circle.

Corso is correct


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"Why in the name of the gods would they defile their honored dead by removing the jawbones like that?"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

dex check: 1d20 + 6 ⇒ (7) + 6 = 13 meh


Val adds
"Why indeed?"

Dex: 1d20 + 6 ⇒ (12) + 6 = 18

"And What's this? A ruby..."


The Man. The Myth. The Mask!

Zayid's slip-up causes a portion of the macabre display to cascade down on him.

Zayid: DC 18 will save, please. If fail:

1d20 ⇒ 9
You take -6 to will saves until further notice.


Zayid is not in this game.


The Man. The Myth. The Mask!

Apologies, I have another character with a similar feel to Omar in another campaign. I've come close to posting the wrong name several times now and it has finally happened. :P

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

will save: 1d20 + 12 ⇒ (6) + 12 = 18 phew


The Man. The Myth. The Mask!

After Omar extricates himself from a small pile of skulls, the party descends into the hole in the floor. It leads to a crudely formed chamber who's ceiling stands only eight feet above the floor. The floor here is strewn with dust and gravel.
There is only one other tunnel, so you proceed into a similiar cavern with several off shooting chambers. These do not appear naturally formed, but they are definitely rough hewn.
Soon after you enter, a frightfully pale, dark-haired woman, wearing a soiled, old fashioned gown and with what look like tears of dried blood caked on her cheeks. She asks in a tremulous voice, Are my daughters unharmed? Have you come to rescue us?

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