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

Game Master Choon


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

Rathis nods.

"Left works as well as any direction."

He seems tense, his body a coiled spring, as he continually looks around for the latest threat.

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

"I've never found splitting up a party to be a good idea. Best we all go left. "


The Man. The Myth. The Mask!

Once an elegant domed shrine, this place of reverence has been foully and thoroughly defiled: statues lie broken on the floor, and the mosaic symbol of Aroden under the great dome is smeared with all manner of filth. The walls, bearing once-beautiful frescoes of deeds of the god, are soiled with ordure. Pools of red-tinged water stand to the north and south, while a scorched curtain that once sheltered the altar to the west hangs in tatters.

Perception DC 20:
Careful examination of the mosaic symbol in the center of the floor reveals a single word written in dried blood: “Abandoned.” The western curtain has been slashed and partially burned; beyond it is a begrimed altar, the ritual objects atop it shattered. The statue behind the altar has also been smashed to pieces.

Know religion DC 15:
This shine was once dedicated to Aroden


The Man. The Myth. The Mask!

You notice a mithral dagger with bits of gore still clinging to the blade sitting in the pool of corrupted water in the northern fountain.

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

perception: 1d20 + 29 ⇒ (8) + 29 = 37


perception: 1d20 + 20 ⇒ (15) + 20 = 35
Religion: 1d20 + 9 ⇒ (20) + 9 = 29

"Wow, I think this family took the death of Aroden very hard."

"If someone wants the dagger in the pool, you'll need to be careful as the pool stinks of something."


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

Do we want to split up the magic items, before we go much farther? Those ghost touch bracers, especially, could be of use.

Perception: 1d20 + 17 ⇒ (4) + 17 = 21

"Indeed. On both counts. I have little use for a dagger, though it could be useful to know what the gore is. Has someone made it here before us or is it as old as everything else here?"


"I think the gore is old offerings."


The Man. The Myth. The Mask!

Valeria/Omar:
The blood-tinged waters of both fountains have become corrupted over the years by the twisted magics of the necropolis. They now pose a dire threat to anyone who touches the water—those who succumb to the trap’s effects immediately and horrifically melt away into foul pools of blood.

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

"Don't touch the water, it's extremely hazardous! If you want the dagger, fish it out with something. "


"Anyone got some Tongs to pull the dagger out?"


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 chuckles, goes back outside, takes a board from the carriage, comes back and uses a combination of the board and the edge of the pool to force the mithril dagger out. He will let it sit for a moment and dry then say "That wasn't so hard, now was it?"


The Man. The Myth. The Mask!

The knife comes out with no difficulty. The red water clings to itself and the blade comes out clean.


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

Giving the blade a quick inspection, Rathis shrugs and looks around one last time.

"Seems like that was a lot of effort for little gain," he growls. "If no one sees anything else, let's check the other side of this place."

Perception: 1d20 + 17 ⇒ (13) + 17 = 30


"You never know, if it was a little gain, or a great gain.
For all we know that knife may be a key or bane to a creature."


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 move across the way to the far door and wait for the all clear before opening it.

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 check the other room for traps - a glance from outside the room. (or if it is a door, not sure he checks the door)

perception: 1d20 + 36 ⇒ (17) + 36 = 53


Ferod casts detect magic and checks the dagger for a magical aura, he also checks the fountain.

Gain little, gain more than nothing. From what we have seen so far, I'd be loathe to leave anything that may be important later. I doubt it was only bait for the fountain though.

Anyone want to tray and collect some of the 'water'?


"That 'water' makes my skin crawl."

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

"I really don't think we need any part of that gunk. Best to just leave it be. "


The Man. The Myth. The Mask!

The walls of this domed and oval-shaped formal chamber are covered in complex geometric patterns of green and gold. It appears to be used for funerary rites, with marble tables to the north and south and two elaborate wheeled wooden biers at the center. To the east, the wall is made up of a huge iron oven with a closed door three feet square and two feet off the floor, with a shelf sticking out beneath it like the tongue of a huge, taunting beast.

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

Inspect the oven door for traps.
perception: 1d20 + 36 ⇒ (2) + 36 = 38


Valeria joins the group in the eastern room.
the room with oven.


The Man. The Myth. The Mask!

No traps on the door or in the room


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 push open the door and see what there is to be seen.


The Man. The Myth. The Mask!

There is a rattle from the still-burning oven as you push your way in.


"How is that oven still On?"


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

"Likely through fell magics. We should avoid it if we can. Stay as far away from it as you can, all."

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

"Might be a bound fire elemental or something. If you want to make sure the body burns, that would be hard to beat. "


perception: smell: 1d20 + 18 ⇒ (15) + 18 = 33

What's cookin'?

Ferod considers the room. Interesting that they were cremating bodies. Not like there isn't plenty of room for tombs...

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

"Could be a lot of people over a lot of years if it's a big family. Anyway, some might just prefer to be cremated. Not very likely you come back as undead then. "


The Man. The Myth. The Mask!

As you move about, the creaking grows ever more ominus until, with a final creak, the oven bursts open and four beings of fire spill out! Three look like massive living, mobile bonfires, tongues of flame reaching out in search of things to burn. The fourth is smaller and vaguely humanoid

Know:Planes DC 26:
all elemental traits

Know: Planes DC 31+:
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Know:Planes DC 25:
This is a noble efreeti, but his long imprisonment has left the gleam of madness in his fiery eyes.

Sence Motive DC 20:
The three larger are defensive in their intent, but the fourth's crazed look clearly seeks blood.

GM screen:

Omar: 1d20 + 7 ⇒ (11) + 7 = 18
Ferod: 1d20 + 16 ⇒ (6) + 16 = 22
Rathis: 1d20 + 3 ⇒ (8) + 3 = 11
Valeria: 1d20 + 5 ⇒ (5) + 5 = 10
Corso: 1d20 + 3 ⇒ (14) + 3 = 17
Elementals: 1d20 + 13 ⇒ (14) + 13 = 27
efreeti: 1d20 + 7 ⇒ (6) + 7 = 13

Combat Order:1)Bonfires
2) Ferod, Omar, Corso
3) Other thing
4)Rathis, Valeria

The elementals clearly have the initiative, but do not charge. They seem to hold until the intent of the intruders is clear.

Ferod, Omar, Corso 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

sense motive: 1d20 + 1 ⇒ (5) + 1 = 6
Omar will start shooting at the closest target (center of the big things). He is of the opinion that anything in here is likely hostile.
deadly aim, rapid shot, manyshot
to hit: 1d20 + 19 ⇒ (1) + 19 = 20 miss
to hit: 1d20 + 19 ⇒ (13) + 19 = 32 damage: 1d8 + 13 + 1d6 ⇒ (1) + 13 + (3) = 17
to hit: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d8 + 13 + 1d6 ⇒ (5) + 13 + (6) = 24
to hit: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 1d8 + 13 + 1d6 ⇒ (8) + 13 + (5) = 26

if Ferod casts haste (he goes before me) and all attacks are +1 to hit
to hit: 1d20 + 19 ⇒ (6) + 19 = 25 damage: 1d8 + 13 + 1d6 ⇒ (3) + 13 + (5) = 21

damage is 69 physical and 19 acid, damage reduction only applies once to all the attacks (clustered shots).


The Man. The Myth. The Mask!

As soon as Omar opens fire, the three bonfires rush you, taking his actions for proof that this group of walking water-bags is hostile.
Their attacks singe and burn the front line in their flat-footed state. The sudden, intense heat of fighting 15' tall bonfires threatens to ignite clothing and other flammables, especially when their burning appendages come crashing down.


New Init:
Omar
Bonfires
Ferod, Corso
Other guy
Rathis, Valeria

GM screen:

1)224
2)224/88
3)224
4)195
Attack1a: 1d20 + 23 ⇒ (12) + 23 = 35
damage rathis: 2d8 + 8 ⇒ (8, 7) + 8 = 23

attack2a: 1d20 + 23 ⇒ (10) + 23 = 33
damage Valeria: 2d8 + 8 ⇒ (7, 2) + 8 = 17

attack3a: 1d20 + 23 ⇒ (16) + 23 = 39
damage Corso: 2d8 + 8 ⇒ (2, 4) + 8 = 14


Rathis: take 23 fire
reflex DC 22 or catch fire. Take 2d10 ⇒ (6, 1) = 7 (re-rolled per turn) at the beginning of your turn for 1d4 ⇒ 4 rounds
Valeira: Take 17 fire
reflex DC 22 or catch fire. Take 2d10 ⇒ (8, 3) = 11 (re-rolled per turn) at the beginning of your turn for 1d4 ⇒ 4 rounds
Corso: take 14 fire
reflex DC 22 or catch fire. Take 2d10 ⇒ (9, 5) = 14 (re-rolled per turn) at the beginning of your turn for 1d4 ⇒ 1 rounds


Ref: 1d20 + 15 ⇒ (10) + 15 = 25

sense motive: 1d20 + 21 ⇒ (17) + 21 = 38

"Omar, three of them were not going to attack us.
And you set them off."

Valeria tries to calm them down by speaking in Ignan.
"Do ta mbajë atë, ai nuk do të thotë për të sulmuar ju.
Ai mori vetëm spooked. Ne ju do të thotë asnjë të keqe.
Ju jeni të lirë për të lënë këtë vend në paqe."

Diplomacy: 1d20 + 21 ⇒ (16) + 21 = 37

Ignan:
"Hold it, he did not mean to attack you.
He just got spooked. We mean you no harm.
You are free to leave this place in peace."

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

Obviously I didn't know better. You can't really do diplomacy at this point, and even if you did try the skill use takes a whole minute. You might want to try a different action.


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 move adj. to the top two Massive fire things Provoking if they have reach and attack the one on his left.

Attack with Combat Expertise: 1d20 + 19 ⇒ (1) + 19 = 20 drat, missing. Still, they both have a -2 to hit anyone but me. Current AC: 43; Touch: 23.


Ferod's first action is to get out of the way, he's still pretty seriously injured from the last fight half health.

That said, he'll move back 5' and then shift another 10', preferably placing someone between him and the elementals.

shift is su, no AoO


The Man. The Myth. The Mask!

The humanoid in the back casts a spell and disappears.

spellcraft DC 19:
Greater Invis

Rathis, Valeria up


Valeria cast Chains of Light on one of the Elementals
Reflex DC: 18


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 ⇒ (12) + 13 = 25

Rathis growls as his skin blisters, though he manages to avoid the worst of the fire. Gritting his teeth against the expected further burns, he moves forward, clawing and biting at the flame form.

Attacks:

Claw, power attack, amulet: 1d20 + 16 ⇒ (5) + 16 = 21
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (5, 6) = 11

Claw, power attack, amulet: 1d20 + 16 ⇒ (14) + 16 = 30
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (1, 6) = 7

Bite, power attack, amulet: 1d20 + 15 ⇒ (8) + 15 = 23
1d8 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (4, 3) = 7

Claw, power attack, amulet: 1d20 + 11 ⇒ (17) + 11 = 28
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (1, 1) = 2

Claw, power attack, amulet: 1d20 + 10 ⇒ (14) + 10 = 24
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (4, 6) = 10

Bite, power attack, amulet: 1d20 + 10 ⇒ (10) + 10 = 20
1d8 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (4, 5) = 9


The Man. The Myth. The Mask!

Begin round 2.
Omar up!

GM screen:

1d20 ⇒ 9
6d10 ⇒ (3, 6, 7, 8, 2, 2) = 28


Results:
Valeria- The chains form, but the elemental's form twists and writhes around them, negating their effectiveness.

Rathis- about half of your attacks manage to connect, and each one burns terribly.
Take 9, 14, and 4 fire damage

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 continue to engage the same target (middle one).

rapid shot, deadly aim, many shot, point blank shot
to hit: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 2d8 + 26 + 2d6 ⇒ (3, 4) + 26 + (2, 6) = 41
to hit: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 1d8 + 13 + 1d6 ⇒ (8) + 13 + (1) = 22
to hit: 1d20 + 14 ⇒ (20) + 14 = 34 damage: 1d8 + 13 + 1d6 ⇒ (5) + 13 + (3) = 21
to hit: 1d20 + 9 ⇒ (15) + 9 = 24 miss

confirm: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 2d8 + 26 ⇒ (1, 1) + 26 = 28

Target takes 112 more with DR only applied once.


The Man. The Myth. The Mask!

Rathis: I misread one of your attacks and only hit twice. Ignore the last fire damage instance. Also: two dC 22 reflex saves or catch fire for 2d10 damage at the beginning of your turn for 1d4 rounds. This is not cumulative.

GM Screen:

1)36
3)
attack1: 1d20 + 23 ⇒ (5) + 23 = 28
attack2: 1d20 + 23 ⇒ (4) + 23 = 27

attack1: 1d20 + 23 ⇒ (15) + 23 = 38
2d8 + 8 ⇒ (5, 5) + 8 = 18
attack2: 1d20 + 23 ⇒ (15) + 23 = 38
2d8 + 8 ⇒ (2, 2) + 8 = 12

Omar's rain of arrows puts down the center elemental very efficiently. The two remaining keep swinging.
The northern one attacks Rathis, but the well armored assassin is able to shrug off the attacks without harm thanks to some timely interference from Corso who is able to deflect one of the attacks just enough to make the elemental's fist deflect off Rathis' armor rather than his teeth.

Valeria is less lucky. Her elemental lands a strong one-two series to the shoulders. For 30 damage. Two DC 22 reflexes or catch fire same as above.

Ferod, Corso up.


Ferod swore under his breath as the humanoid went invisible.

Spellcraft autosucceeds vs the humanoid. Realized I didn't make some rolls earlier.
know:planes: 1d20 + 16 ⇒ (7) + 16 = 23
Sense Motive: 1d20 + 25 ⇒ (10) + 25 = 35
so I don't know crap about the firey dudes, other than the one that went invisible is out for blood.

Ferod casts see invisible, while he is carefully looking around for any signs of mr murderous intent, he will shout any alerts necessary when he finds the guy.

perc: 1d20 + 18 ⇒ (12) + 18 = 30


The Man. The Myth. The Mask!

Mr Humanoid is back on the map, but currently only visible to Ferod

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Reflex: 1d20 + 13 ⇒ (3) + 13 = 16
Reflex: 1d20 + 13 ⇒ (11) + 13 = 24
Fire damage: 2d10 ⇒ (9, 8) = 17
1d4 ⇒ 1

Rathis grits his teeth as the flames lick his skin but he presses the attack nonetheless, hoping to take out the creature. At the same time, he concentrates on his ring, willing it to use its power to protect him from the elemental. Using his ring of foe focus; +2 to saves and AC vs. it

Claw, power attack, amulet: 1d20 + 16 ⇒ (10) + 16 = 26
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (2, 1) = 3

Claw, power attack, amulet: 1d20 + 16 ⇒ (11) + 16 = 27
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (3, 5) = 8

Bite, power attack, amulet: 1d20 + 15 ⇒ (3) + 15 = 18
1d8 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (1, 4) = 5

Claw, power attack, amulet: 1d20 + 11 ⇒ (12) + 11 = 23
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (2, 5) = 7

Claw, power attack, amulet: 1d20 + 10 ⇒ (5) + 10 = 15
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (2, 3) = 5

Bite, power attack, amulet: 1d20 + 10 ⇒ (16) + 10 = 26
1d8 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (3, 2) = 5


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 round 2

Corso will turn to fire elemental #3 the lower one and attract it's attention, suggesting that it's mother was a sexual plaything for ice mephitis.

I'm using the diplomacy version of Antagonize as a standard action. The DC of my diplomacy check is 10 +HD +wisdom mod, and if successful he has a -2 to attack anyone but me and a 10% spell failure for spells that don't include me as a target or in the area of.

Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30


The Man. The Myth. The Mask!

GM screen:

1:91
3:
3d6 + 2d6 ⇒ (6, 2, 5) + (4, 4) = 21
3d20 ⇒ (6, 8, 11) = 25
4d6 + 4d6 + 4d6 ⇒ (6, 1, 3, 6) + (2, 5, 2, 6) + (6, 6, 3, 6) = 52
6d10 ⇒ (5, 2, 2, 5, 2, 9) = 25

Corso does rude things, enraging the southern elemental. His words are punctuated by the sounds of spellcasting!

spellcraft DC 19:
A modified version of Ice storm

Suddenly the area around all of you is pummeled by balls of magma! They are dense and huge, about the size of a human fist. There is no way to escape their impacts.
Each of you take 13 bludgeoning and 8 fire

If that wasn't enough, three rays of blindingly hot energy assault Omar. In spite of his reflexes, the humanoid's skill lands each. One on his forarm, one on a shoulder, and the third in the ribs.
Take 52 fire from three rays

spellcraft DC 21:
Quickened Scorching ray

Rathis again lays into his foe with tooth and claw. The elemental suffers greatly from his assault, but doesn't fall.
Take 7, 7, and 11 damage from three hits

Ferod - The humanoid is now in the center of the room behind the elementals, still about 10 feet up. He shows no signs of knowing that you can see him yet.

Valeria then Round 3 Omar 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

Is the humanoid visible now?

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