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

Game Master Choon


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The Man. The Myth. The Mask!

To Ferod, not to you, though Ferod could relay his squares if you want to take the 50% miss.

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 have a seeking bow, I don't have to worry about concealment. If I know the square, I can hit him. Actually I can just do a perception check DC 20 (auto) to figure out his square as he's not trying to hide and just relying on his invisibility. Just waiting my turn for now.


Reflex: 1d20 + 15 ⇒ (9) + 15 = 24
Reflex: 1d20 + 15 ⇒ (12) + 15 = 27

Valeria take out her Bow

How tall is the room and how tall are the elementals?
as this will impact the other half of her turn.


The Man. The Myth. The Mask!

Room is 20' if I remember correctly. Elementals are 15' high.

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

HP 43/116- which means I'm riled and I can't take another of those
Ok, just to get my attack in.

Declare ranger focus on the humanoid. Perception to locate square (easy enough since he blasted me from it, check is only 20, and I cannot fail that). He will also declare his inspired moment (+4 to hit, AC, and a few other things which don't really matter at the moment).

deadly aim, many shot, rapid shot, seeking
to hit: 1d20 + 30 ⇒ (5) + 30 = 35 damage: 2d8 + 40 + 2d6 ⇒ (4, 7) + 40 + (3, 6) = 60
to hit: 1d20 + 30 ⇒ (5) + 30 = 35 damage: 1d8 + 20 + 1d6 ⇒ (3) + 20 + (5) = 28
to hit: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 1d8 + 20 + 1d6 ⇒ (2) + 20 + (5) = 27
to hit: 1d20 + 20 ⇒ (17) + 20 = 37 damage: 1d8 + 20 + 1d6 ⇒ (5) + 20 + (4) = 29

total damage 144, if DR is present, it applies once


Valeria fires a shot

Atk: 1d20 + 20 ⇒ (8) + 20 = 28

Damage(Silver): 1d6 - 1 + 3 ⇒ (6) - 1 + 3 = 8
Frost(Cold): 1d6 ⇒ 3


The Man. The Myth. The Mask!

GM screen:

1:96
3:
4:144

1d20 + 23 ⇒ (16) + 23 = 39
2d8 + 8 ⇒ (6, 1) + 8 = 15
1d20 + 23 ⇒ (2) + 23 = 25

1d20 + 23 ⇒ (11) + 23 = 34
2d8 + 8 ⇒ (4, 5) + 8 = 17
1d20 + 23 ⇒ (2) + 23 = 25


The elemental Corso "diplomatically" gestured toward steps into range and strikes furiously at the fighter. The first punch gets lucky, but the second is easily deflected.(take 15 + the routine save or burn)

Rathis is also attacked. Once again, Corso's presence is instrumental in preventing a second hit. (take 17 + the save)

Valeria's arrow flies true, causing a bit of damage, but not enough to get the bonfire's attention.

Ferod/Corso 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)

Corso will Intimidate the elemental that he is not adj. to, while maintaining focus on the one that he is adj. to.

Intimidate (DC is 10 +Hit Dice +Wisdom Modifier): 1d20 + 14 ⇒ (8) + 14 = 22


The Man. The Myth. The Mask!

Did that elemental just laugh? Why yes. I think it did.


Here's the windup, Ferod pulls his hands in close, lifts a leg, and twists sideways as he then lunges his raised foot forward and throws his arm out, and the pitch!

A ball of mud flies from his hand across the room, and splatters across the face of the invisible humanoid.

ranged touch: 1d20 + 13 ⇒ (18) + 13 = 31
target blinded, start of its turn reflex DC 19 or standard action

Might I suggest aiming at the floating ball of mud, while you can...


The Man. The Myth. The Mask!

GM screen:

1d20 + 11 ⇒ (11) + 11 = 22
2d6 + 15 ⇒ (5, 1) + 15 = 21
2d4 ⇒ (1, 3) = 4
1d4 ⇒ 2
3d20 ⇒ (8, 19, 19) = 46
4d6 + 4d6 + 4d6 ⇒ (4, 6, 3, 1) + (2, 3, 4, 3) + (4, 1, 4, 1) = 36

Ferod's auto-spellcraft:
He casts wall of fire followed by a quickened scorching ray

The humanoid growls and shakes the mud off his face. His eyes lock with Ferod and he casts a spell. Immediately a wall of violet fire springs to life under Ferod's feet, blocking your clear escape route! Just after that, scalding rays of heat burst from his hand. The first misses by inches, but the other two connect on the shoulder and thigh.

Ferod: 21 damage from the Wall of Fire, Valeria/Omar take 4, Rathis take 2. Ferod then takes an additional 22 from the ray attacks.
Corso/Rathis up, then 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

I didn't see any resolution to the volley I sent at the humanoid.


The Man. The Myth. The Mask!

I noted it but forgot to narrate it. Sorry

The magic of Zayid's bow negates the advantage of the invisibility and the humanoid becomes a flying pincoushin. He doesn't go down, but he can be better for the experience.

Ferod- you know he locked eyes with you mostly because of your spell, but also because of the mud now covering his face. You are now fighting a collection of floating arrows and a angry looking mud mask.


hmm, thought I was at the top of the round, not the bottom.

taking 43 damage less 15 from resistance against each attack, leaves me with 14.

Ferod dances hot, hot, hot.

current stats:

AC 31, touch 18, flat-foot 24 AC boosted from shield spell duration 14 minutes from the first fight
fort +9, ref +11, will +12; CMD 26
HP: 14(84)


The Man. The Myth. The Mask!

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

I said Corso when it should have been Valeria.


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

Feeling the burns starting to overcome him, Rathis backs up and, pulling a couple vials from his belt pouch, mixes them together before tossing it at the mud and arrows.

Using force bomb: Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
bomb touch: 1d20 + 13 ⇒ (3) + 13 = 16
7d4 + 2 ⇒ (3, 3, 2, 3, 2, 1, 2) + 2 = 18


Valeria fires her shots

Atk: 1d20 + 20 ⇒ (19) + 20 = 39
Damage(Silver): 1d6 - 1 + 3 ⇒ (4) - 1 + 3 = 6
Frost(Cold): 1d6 ⇒ 2

Atk: 1d20 + 15 ⇒ (2) + 15 = 17
Damage(Silver): 1d6 - 1 + 3 ⇒ (6) - 1 + 3 = 8
Frost(Cold): 1d6 ⇒ 5

Atk: 1d20 + 10 ⇒ (12) + 10 = 22
Damage(Silver): 1d6 - 1 + 3 ⇒ (2) - 1 + 3 = 4
Frost(Cold): 1d6 ⇒ 6

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'll load him up again if he's still standing, If not I will switch to the south elemental.

rapid shot, deadly aim, many shot
to hit: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 2d8 + 40 + 2d6 ⇒ (6, 2) + 40 + (5, 2) = 55
to hit: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 1d8 + 20 + 1d6 ⇒ (2) + 20 + (4) = 26
to hit: 1d20 + 21 ⇒ (13) + 21 = 34 damage: 1d8 + 20 + 1d6 ⇒ (3) + 20 + (1) = 24
to hit: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 1d8 + 20 + 1d6 ⇒ (6) + 20 + (5) = 31

If it's the humanoid, 136 damage.

If it's the elemental, it is -6 on the to hits, and damage is 30 less (106).


The Man. The Myth. The Mask!

With his location compromised, the humanoid comes under heavy fire. Within a few seconds a hail of arrows and an explosion send him to the ground. His life-fires flicker weakly, then fade.

Edit: Omar changes targets at the last moment and feathers the as yet unhurt elemental. Not all his shots hit, but several do.

Ferod/Corso 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)

gonna antagonize the close one this time, since I already landed it on the far one.

Diplomacy (DC 10 +HD +wisdom mod): 1d20 + 14 ⇒ (12) + 14 = 26


Ferod moves away from the wall of fire. medic!

Pulling out his wand of CLW, he pokes himself.

UMD vs DC 20: 1d20 + 19 ⇒ (5) + 19 = 24
CLW CL 1: 1d8 + 1 ⇒ (3) + 1 = 4


The Man. The Myth. The Mask!

Hunamoid down so Rathis, valeria and Omar are up


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

"Kill it first," Rathis growls, "then we can heal. Otherwise it's just got more time to attack!"

Grimacing, he throws another force bomb into the heart of the elemental, the reagents exploding as they reach the center of the fire.

bomb: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 7d4 + 2 ⇒ (3, 4, 2, 1, 1, 2, 2) + 2 = 17
If I read it right, no extra damage for critting, so not bothering to confirm


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)

you get an extra 1d6 plus your damage mod, since the extra dice are bonus dice.

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

Did we miss a go by the elementals? I have shot and they ahve not gone since unless I missed something.


The Man. The Myth. The Mask!

It was a long day yesterday and I still tried to update while dead tired. That'll teach me. Valeria's action got things turned around in my head and I forgot them. Go for it anyway, Omar. Youall are pretty much in the clear now barring a couple surprise crits.

The elementals stand agape for a moment in shock that these puny meat bags killed their magic casting ally.

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

Ok, shooting away

Shooting at south elemental

deadly aim, rapid shot, many shot, clustered shots
to hit: 1d20 + 20 ⇒ (9) + 20 = 29 damage: 2d8 + 28 + 2d6 ⇒ (1, 7) + 28 + (4, 4) = 44
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 miss
to hit: 1d20 + 15 ⇒ (3) + 15 = 18 miss
to hit: 1d20 + 10 ⇒ (20) + 10 = 30 damage: 1d8 + 14 + 1d6 ⇒ (3) + 14 + (2) = 19


The Man. The Myth. The Mask!

The south elemental evaporates in a wave of heat. The last flares up in rage and attacks Corso blindly.

GM screen:

2d20 ⇒ (7, 9) = 16

But fails to damage the man through his armored shell.

Rest of you up! Those of you close to the wall of fire, take damage. 2d4 within 10'ft, 1d4 if within 20'

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

fire wall damage: 2d4 ⇒ (2, 1) = 3


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

Confirming crit on elemental from last round
touch: 1d20 + 13 ⇒ (4) + 13 = 17
extra force damage: 1d4 + 2 ⇒ (1) + 2 = 3

fire wall damage: 1d4 ⇒ 3

"This thing is done," he calls out, "even if it doesn't realize it yet."

He tosses his third bomb, hoping to take the thing out before it can do any more harm.

Bomb: 1d20 + 13 ⇒ (10) + 13 = 23
Force Damage: 7d4 + 2 ⇒ (4, 4, 2, 4, 2, 2, 1) + 2 = 21


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)

With the threat of two of three enemies dealt with, Corso will turn his attention on the remaining fire elemental.

Full Attack: 1d20 + 23 ⇒ (9) + 23 = 321d20 + 18 ⇒ (9) + 18 = 271d20 + 13 ⇒ (11) + 13 = 24

Damage: 1d6 + 11 ⇒ (3) + 11 = 141d6 + 11 ⇒ (3) + 11 = 141d6 + 11 ⇒ (1) + 11 = 12

I'm assuming as elementals they're not evil aligned. if they are, I will roll the holy damage.


Valeria fires her shots

Atk: 1d20 + 20 ⇒ (18) + 20 = 38
Damage(Silver): 1d6 - 1 + 3 ⇒ (4) - 1 + 3 = 6
Frost(Cold): 1d6 ⇒ 4

Atk: 1d20 + 15 ⇒ (10) + 15 = 25
Damage(Silver): 1d6 - 1 + 3 ⇒ (4) - 1 + 3 = 6
Frost(Cold): 1d6 ⇒ 6

Atk: 1d20 + 10 ⇒ (16) + 10 = 26
Damage(Silver): 1d6 - 1 + 3 ⇒ (6) - 1 + 3 = 8
Frost(Cold): 1d6 ⇒ 1

FireWall: 1d4 ⇒ 1


The Man. The Myth. The Mask!

The last elemental is overcome with the volume of attacks and bursts with a wave of fire.
Combat Over
The Efreeti's body decays away to ash with shocking speed, leaving behind a spectral version of itself. Where the previous was violent to madness, this is graceful and serene. His expression is deeply regretful. Thank you, brave folk, for freeing me from my phisical prison, and my mental prison of madness. My name is Bebulec, and my time here is short. Please, look for a hidden trove in the north wall behind that pannel just there. He points to one of the many snug fitting panels. It holds a chest of treasure and a key. This key is one of four items needed to activate a teleporter that represents the only access to the inmost vaults and resting place of Bartolomae Adella, the last head of the Daellum branch. From this crypt and the others of this family such capable men and women such as yourselves could garner a small fortune, I'm sure.
From my time locked up here I was able to glean a little from the Crematoriom Caretakers. The items are the key in the chest, a dagger befouled, Thrasillus’s voice, and a sister’s keepsake. What the others are exactly, I cannot say. I only heard of them by their titles and I know that they are all kept within this crypt.
Farewell, Adventurers. Give 'em to the Abyss.

With a sigh of release, he fades from sight.

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 go looking for the indicate cache.

perception: 1d20 + 29 ⇒ (18) + 29 = 47

"Bet that dagger we just picked up is the one he mentioned. "


"I'm going to have to agree, Omar."


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)

"Man, it's weird when ghosts apologize to me. I mean, I get it, I'd apologize to me too if I attacked me, but still...."


Valeria goes to the area the Efreeti pointed to, finds the panel, gets the chest out.

"Looks like 2 items down 2 to go."


The Man. The Myth. The Mask!

Omar easily locates the panel in question. It comes off with a little assistance from Valeria and you remove a small chest. Unfortunately, its locked tight.


"Should we break the lock, or try and pick 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

"It's just a lock. Gimme a sec. "

disable device: 1d20 + 32 ⇒ (15) + 32 = 47


The Man. The Myth. The Mask!

The lock is complex, but nothing the skilled hands of Omar bin Zayed can't handle. Inside holds a wand of fireball (CL 10, 18 charges), a tome of clear thought +1, a silver necklace worth 2,250 gp, and an iron key that radiates faint transmutation.


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)

After listening to the descriptions of the items, Corso will ask "Does the dagger have a similar look to it, magic-wise?"


The Man. The Myth. The Mask!

The dagger is identified as magical, but its magic has no function other than enhancing the dagger's combat effectiveness. (+1)


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

Rathis snorts -- apparently in amusement -- at Corso's remark.

"I can't say I've apologized to too many people I've attacked, though perhaps ..." he trails off, seemingly lost in thought.

"So we have one, maybe two of these items. Let's go find the rest."

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 wait for the wall of fire to expire and lead everyone back outside.

"Ok, how do we want to do this? I'd suggest something systematic. Clockwise or counterclockwise and sweep every building. We're not on a schedule so we can take our time. Everyone still in decent shape? I don't want us getting killed because we didn't stop to rest. "


"We could go from say the north west corner to the North east corner going back and forth as we move south."


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

"That's fine," says the badly burnt Rathis. "Do we have any healing? If not, I can use my wands."

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

OK that means we head to the E in the NW corner. Omar will inspect the entrance for traps.

perception: 1d20 + 36 ⇒ (10) + 36 = 46


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)

Stupid post eating forum monsters!

"I'm fine with that. Let me know when it's safe Omar, and i'll open the door."


The Man. The Myth. The Mask!

You find no traps.

These sepulchers are identical save for their orientation; the doorway to each always faces the center of the necropolis. Rough, black iron gates bar the arched entryways.

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