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

Game Master Choon


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"I'll Heal him, destory that piller."
Valeria Uses LoH on Corso
"Come on you, lug, don't go dying just yet."
LoH: 7d6 ⇒ (4, 6, 5, 2, 3, 3, 6) = 29
Removes:
Fatigued
Diseased
Cursed
Paralyzed


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

Rathis shrugs and turns to the pillar.

"This better not bring the whole place down on us..."

He begins ripping chunks of stone out.

Claw, power attack, amulet: 1d20 + 16 ⇒ (8) + 16 = 24
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (2, 3) = 5

Claw, power attack, amulet: 1d20 + 16 ⇒ (14) + 16 = 30
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (1, 1) = 2

Claw, power attack, amulet: 1d20 + 11 ⇒ (15) + 11 = 26
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (2, 2) = 4

Claw, power attack, amulet: 1d20 + 10 ⇒ (1) + 10 = 11
1d6 + 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)

Fort Save: 1d20 + 19 ⇒ (3) + 19 = 22

You did see my notice about my touch ac going up to 26 right? just making sure cause I realized it was kinda hidden in my wall of text.


The Man. The Myth. The Mask!

Yes. Her hit on you was in the 30's.


kk just checking.


The Man. The Myth. The Mask!

With some effort and a bit of time (you know, 30 seconds) you reduce the pillar to rubble. Inside is Drusus' eldest daughter, Ursula. You destroy her as well.

An inspection of the room theresfter reveals a hidden passage beside the sarcophagus. Beyond the secret door is an octagonal chamber. Five white marble pedestals, each four feet high, line the walls. A single mundane item sits atop each pedestal, identified by bronze plaques that read (north to south), “His Shaving Razor,” “His Comb,” “His Favorite Goblet,” “His Pipe,” and “His Gaming Dice.”
A 3-foot-square metallic plate occupies the center of the chamber floor. Four locking devices of particularly cunning design (hardness 10, hp 25, Disable Device DC 30) secure the plate along its four edges.

Perception 28 after all four locks are removed:

There is a magical chain lightning trap tied to the plate! DC 30 to disable.

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 auto find and auto disable all of that without rolling.


The Man. The Myth. The Mask!

The five items on the pedestals are all of exquisite manufacture—each is worth 100 gp. The true treasure in the room, however, is found in the 2-foot- deep compartment below the metal plate. Within are 12 ingots of platinum (worth 800 gp each) covered by a folded tapestry depicting a woodland scene of satyrs and nymphs (8 feet by 12 feet when unfurled, worth 1,200 gp). Beneath the ingots is a thin, unlocked wooden box containing a portable hole, folded into quarters and wrapped in a blue silk kerchief. The chamber inside the portable hole is furnished as a cozy study, complete with large overstuffed chair, a lantern containing a continual flame, and shelves of trashy, relatively worthless books of poetry. A bottle of air sits on the arm of the chair.


I've always wondered why that didn't cause a pressure explosion. Having an open bottle of air in a contained space.


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

"It's magic, Ferod, and impressive magic at that. This could be a useful item. I'll certainly take if it no one else wants to lay claim. In the meantime, I'm not sure there is much to indicate the family's true nature here. Shall we move on?"


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)

"Yes, I don't see anything that indicates lineage, nor do I see an ancestral blade. We should keep exploring, unless you think something here could be the key we're looking for." Corso then begins to make his way towards the exit.


The Man. The Myth. The Mask!

You leave the same way you came, up the stairs. On the top step, someone steps on a different symbol than that of Sardisi Clan. There is a gust of wind and a slight change in pressure from the direction of the stairs. Something has changed down there.

You cautiously proceed downward once again. You do not arrive where you came from. This corridor splits into forks heading east and west. Broken marble fragments lie strewn across the east and west alcoves.
The fragments suggest rather beautiful sarcophagi once stood in these areas, apparently obliterated by a powerful and malignant force. A magnificent marble sarcophagus, carved with all manner of sea creatures—dolphins, squid, sharks, shellfish, and merfolk—remains in the northern alcove.
Chiseled in delicate script on the lid of the one remaining sarcophagi are three names and sets of dates: “Malachi Voxus Adella, 4372–4422,” “Trepso Voxus Adella, 4374–4438,” and “Lexana Voxus Adella, 4378–4449,” along with the phrase, “We Shall Not Be Mocked.”

Opposite the northern alcove stands the Voxus mocking medusa in bas-relief on a massive stone block that fills the entire wall—a door to the family’s vault.

Perception DC 35:

Opening this door normally triggers a trap of powerful negative energy. There are two sphereical indentions where the madeusa's eyes should be that are somehow connected to a bypass method., Though the trap can still be disabled normally.


Perception: 1d20 + 20 ⇒ (20) + 20 = 40

"Looks like a nasty trap of some sort on the door.
and one way is to get the eyes of the medusa, the other requires some skill."

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

"Let me see if I can can disable that. That's why you brought be right? Certainly wasn't my personality. "

disable device: 1d20 + 32 ⇒ (6) + 32 = 38


The Man. The Myth. The Mask!

The trap is disabled, and the dark energy crackles in disappointment.
In the back of your mind, the thought "Gee this looks a lot like the upper room with all the waves and the sea creatures..." drifts around.


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

"Well done," Rathis says with a nod toward Omar. "I have to admit, I was never that good even at the height of my abilities."

The mutated half-orc looks around, hoping to notice anything that might separate this from the above room.

Perception: 1d20 + 17 ⇒ (7) + 17 = 24


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)

"That means there is probably a spirit in here as well. Shall I open the coffin to find out?"


The Man. The Myth. The Mask!

Rathis - the rooms are just similar in theme. These may be the ones that Mr sailor man warned you not to disturb.


"Let's check the names, to be sure these are ones we should not Touch."


The Man. The Myth. The Mask!

All three middle and last names match the captain's upstairs: Voxus Adella.


"Looks like these ones, are one we should not touch at all."


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)

"Very well, let us see what else is about then."


The Man. The Myth. The Mask!

Up you go. Only one symbol on the stairs remains untouched, the symbol of the Daellum faction. You step on it and the air shifts again, so you proceed once again downward.
The sad vault you enter stands as testimony to the alarming mortality of Adellan offspring during the last thirty years of the House’s existence. A flight of stairs shrouded in fog leads up to the south, while opposite these stairs is a large stone door with the same Madusa carving as the first door you encountered.
While there are over two dozen small sarcophagi in this room, some hold more than a single occupant, as indicated on the lids. From the carved dates, it is obvious no occupant made it past the age of six—many were actually infants.


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)

"What a tragic history, to have a room filled with the bodies of children."

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

"Rich or poor, Pharasma is impartial. "


"Well this is a bit disturbing."


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

"The question is why so many young? Some sort of curse? If so, it could even explain the rest of the unfortunate events that have destroyed this family.

"Let's look around, see if there's anything else to be find. I don't want to disturb these children's rest, but might be worth making sure they didn't die of some sort of violence..."


The Man. The Myth. The Mask!

screen:

Omar: 1d20 + 7 ⇒ (3) + 7 = 10
Ferod: 1d20 + 16 ⇒ (17) + 16 = 33
Rathis: 1d20 + 3 ⇒ (17) + 3 = 20
Valeria: 1d20 + 5 ⇒ (6) + 5 = 11
Corso: 1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 9 ⇒ (9) + 9 = 18

A large rug of Qadiran design features prominently in the center of this room. The chamber’s ceiling rises to a height of twenty-five feet. Ice cakes the stone doors to the east and west, unlike the doors to the north and south. A few seconds after you enter these doors fall downward into the ground and supernaturally cold air floods the room. Two insectile monstrosities appear, one at each door. Frozen, multifaceted eyes coldly judge all of you.
The party takes 1d10 ⇒ 7 cold damage.
Corso, Rathis, and Ferod are 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)

"I got the west one!"

Corso will move to the west door and defensively attack the creature there.

Attack with combat expertise and fighting defensively: 1d20 + 15 ⇒ (7) + 15 = 22

Damage Assuming I hit: 1d6 + 11 ⇒ (6) + 11 = 17
Holy Damage: 2d6 ⇒ (6, 5) = 11

AC is currently 46, Touch 26


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

Any idea what they are?
Knowledge (arcana or nature): 1d20 + 11 ⇒ (16) + 11 = 27

If I do, any resistances, special defenses?


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 know what they are: in our way.


The Man. The Myth. The Mask!

Rathis - They are Know:Planes, so you remember exactly nothing at first.


Valeria joins Corso on the western one

Atk: 1d20 + 19 ⇒ (18) + 19 = 37
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (3, 3) = 6


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

"Anyone know what these things are?" Rathis growls as he pulls a vial from his pouch, shakes it until the contents begin to smoke and then chucks it at the creature Corso and Valeria aren't fighting.

bomb (ranged touch): 1d20 + 13 ⇒ (17) + 13 = 30
Fire Damage: 7d6 + 2 ⇒ (5, 1, 2, 3, 6, 5, 6) + 2 = 30


LOL "in our way"

know:planes: 1d20 + 16 ⇒ (9) + 16 = 25

Ferod casts haste.


The Man. The Myth. The Mask!

screen:

low is good: 2d100 ⇒ (26, 19) = 45
1biteCorso: 1d20 + 14 ⇒ (5) + 14 = 19
1clawCorso: 1d20 + 14 ⇒ (5) + 14 = 19
1clawCorso: 1d20 + 14 ⇒ (6) + 14 = 20
1stingCorso: 1d20 + 14 ⇒ (8) + 14 = 22
2biteVal: 1d20 + 14 ⇒ (17) + 14 = 31
2clawVal: 1d20 + 14 ⇒ (12) + 14 = 26
2clawVal: 1d20 + 14 ⇒ (7) + 14 = 21
2stingVal: 1d20 + 14 ⇒ (20) + 14 = 34
3biteRathis: 1d20 + 14 ⇒ (11) + 14 = 25
3clawRathis: 1d20 + 14 ⇒ (18) + 14 = 32
3clawRathis: 1d20 + 14 ⇒ (18) + 14 = 32
3stingRathis: 1d20 + 14 ⇒ (13) + 14 = 27
4biteOmar: 1d20 + 14 ⇒ (5) + 14 = 19
4clawOmar: 1d20 + 14 ⇒ (1) + 14 = 15
4clawOmar: 1d20 + 14 ⇒ (1) + 14 = 15
4stingOmar: 1d20 + 14 ⇒ (19) + 14 = 33
2stingValconfirm: 1d20 + 14 ⇒ (7) + 14 = 21

damage val: 3d4 + 5 ⇒ (2, 3, 2) + 5 = 12
damage Rath: 2d6 + 10 + 1d8 + 5 + 3d4 + 5 ⇒ (1, 4) + 10 + (4) + 5 + (2, 1, 1) + 5 = 33
damage Omar: 3d4 + 5 ⇒ (3, 2, 3) + 5 = 13

1:
2:
bone1:
bone2:
bone3:
bone4:

Ferod:

These things are Ice Devils. They are resistant to all non-good aligned attacks and acid in addition to being outright immune to fire, cold, and poison. They are also resistant to hostile spells. They will also slowly regenerate unless good-aligned weapons are brought to bear. Those hit by an attack of this demon report being slowed in their movements regardless if hit by their magical spears or the monster's natural weapons.

They summon Bone Devils. These devils are similarly resistant to attacks. They are immune to fire and poison and less resistant to spells, but still resistant. They also carry a natural strength-sapping poison.

Corso's attack whistles through the air as he takes up postion against the west demon. Rathis engages the attention of the east demon. His bomb detonates in it's face, but after the burst of flame clears the insectod's face actually looks like it's Smiling and seems completely unfazed.

This is before Valeria's action and she may edit if she desires.

The devils both raise a hand and invoke their natural command of lesser demons. Four horrors of bone step from the Abyss and cut Corso off from the rest of the group! The entire party is now in range of the horror's menacing bone claws and scorpion tails.

The leftmost assaults Corso, but the fighter is a veritable fortress, and nothing connects.

Valeria and Omar, in spite of their flat-footedness manage to avoid the worst of it. Valeria has the attention of the next to the right, and Omar the far right one. They both catch the stingers, however, and immediately feel the effects of poison. (Val takes 12, Omar takes 13. Both make a DC 20 fort or take 1d3 ⇒ 2 Str damage (unless you are immune to poison))

Rathis is the unlucky one. His inability to dodge leads to a brutal beating from the second on the right and a sting that burns like fire. (Take 33 and make a DC 20 fort or take 1d3 ⇒ 3Str damage unless immune to poison.)

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

fort save: 1d20 + 15 ⇒ (20) + 15 = 35
Realizing that summoners are usually the best way to deal with the summoned he engages the target to the east.
5' step NE
deadly aim, rapid shot, point blank shot, haste, manyshot

to hit: 1d20 + 21 ⇒ (10) + 21 = 31 damage: 2d8 + 28 ⇒ (3, 6) + 28 = 37 acid: 2d6 ⇒ (4, 6) = 10
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 14 ⇒ (4) + 14 = 18 acid: 2d6 ⇒ (2, 5) = 7
to hit: 1d20 + 21 ⇒ (13) + 21 = 34damage: 1d8 + 14 ⇒ (5) + 14 = 19 acid: 2d6 ⇒ (4, 3) = 7
to hit: 1d20 + 16 ⇒ (3) + 16 = 19 miss
to hit: 1d20 + 11 ⇒ (3) + 11 = 14 miss

Acid damage probably doesn't go through, but the rest is only subject to DR once due to clustered shot so 74 damage (-DR).


She keeps the original action, just new target

Fort: 1d20 + 19 ⇒ (1) + 19 = 20

Atk: 1d20 + 19 ⇒ (17) + 19 = 36
Damage:Silver:Good: 1d8 + 4 ⇒ (8) + 4 = 12
Damage:Holy: 2d6 ⇒ (2, 4) = 6

Note: She augments those 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)

It's worth mentioning that if the leftmost bone devil attacks anyone but me, it has a -2 penalty to hit, and -9 to concentration. (not that I know what they are IC, but afaik there is only one evil outsider that is described as mostly bones).


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

Does Corso's note change any of the damage I take? Wasn't sure which one was attacking me...

Rathis grunt as the creature's blows hit him and again as he feels the poison course through his veins.

Sorry, friend, that's not going to work. I've drank enough poison on my own that it's going to have to be a lot more potent to have any effect on me, he thinks, baring his fangs.

Aloud, he growls, "That all you got? Let's see what I can do."

Claw, power attack, amulet: 1d20 + 16 ⇒ (17) + 16 = 33
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (3, 3) = 6

Claw, power attack, amulet: 1d20 + 16 ⇒ (17) + 16 = 33
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (4, 6) = 10

Bite, power attack, amulet: 1d20 + 15 ⇒ (7) + 15 = 22
1d8 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (6, 5) = 11

Claw, power attack, amulet: 1d20 + 11 ⇒ (3) + 11 = 14
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (6, 6) = 12

Claw, power attack, amulet: 1d20 + 10 ⇒ (14) + 10 = 24
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (1, 6) = 7

Bite, power attack, amulet: 1d20 + 10 ⇒ (12) + 10 = 22
1d8 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (6, 4) = 10

If two of those hit, he does 2d6 bleed damage as well thanks to boar style: 2d6 ⇒ (3, 5) = 8


Ice devils with speedy summoning! And bone devils, both resistant to most magic, especially fire Rathis. Hit them with your holy weapons and send them back to the abyss!


The Man. The Myth. The Mask!

screen: all this will happen soon:

1:
2: 64
bone1:
bone2: 18
bone3: 51
bone4:

On Corso:
bone1bite: 1d20 + 14 ⇒ (20) + 14 = 34
bone1claw: 1d20 + 14 ⇒ (13) + 14 = 27
bone1claw: 1d20 + 14 ⇒ (19) + 14 = 33
bone1sting: 1d20 + 14 ⇒ (20) + 14 = 34

Ice1spear: 1d20 + 21 ⇒ (17) + 21 = 38
Ice1spear: 1d20 + 16 ⇒ (7) + 16 = 23
Ice1spear: 1d20 + 11 ⇒ (3) + 11 = 14
Ice1bite: 1d20 + 14 ⇒ (13) + 14 = 27
Ice1tail: 1d20 + 21 ⇒ (8) + 21 = 29

On Valeria
bone2bite: 1d20 + 14 ⇒ (1) + 14 = 15
bone2claw: 1d20 + 14 ⇒ (9) + 14 = 23
bone2claw: 1d20 + 14 ⇒ (7) + 14 = 21
bone2sting: 1d20 + 14 ⇒ (3) + 14 = 17

On Omar
bone3bite: 1d20 + 14 ⇒ (2) + 14 = 16
bone3claw: 1d20 + 14 ⇒ (19) + 14 = 33
bone3claw: 1d20 + 14 ⇒ (19) + 14 = 33
bone3sting: 1d20 + 14 ⇒ (20) + 14 = 34
bone4bite: 1d20 + 14 ⇒ (2) + 14 = 16
bone4claw: 1d20 + 14 ⇒ (18) + 14 = 32
bone4claw: 1d20 + 14 ⇒ (17) + 14 = 31
bone4sting: 1d20 + 14 ⇒ (6) + 14 = 20
bone3sting confirm: 1d20 + 14 ⇒ (13) + 14 = 27
bone1bite confirm: 1d20 + 14 ⇒ (17) + 14 = 31
bone1sting confirm: 1d20 + 14 ⇒ (8) + 14 = 22

Cone of Cold DC 20: 13d6 ⇒ (4, 3, 4, 4, 5, 1, 3, 3, 5, 2, 5, 4, 3) = 46

Omar's damage: 4d6 + 20 + 3d4 + 5 ⇒ (2, 4, 5, 3) + 20 + (3, 2, 4) + 5 = 48
Corso's damage: 1d8 + 5 + 3d4 + 5 ⇒ (6) + 5 + (3, 3, 4) + 5 = 26

Corso and Ferod still have actions as I'm pretty sure Identifying a monster is a non action. Corso's above note does not change anything, no.

From left to right, their targets currently are: Corso, Valeria, Rathis, Omar.


Corso will Antagonize the one on the far right, asking if he considers himself a traitor to his people after siding with angels.


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 one on the far right, asking if he considers himself a traitor to his people after siding with angels.

Diplomacy vs. DC 10+hit dice +wisdom modifier: 1d20 + 14 ⇒ (9) + 14 = 23


She actives Detect Evil, sees them as evil and Adds a smite in in attack

Atk: 1d20 + 19 ⇒ (11) + 19 = 30
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (1, 2) = 3

Atk: 1d20 + 14 + 4 ⇒ (12) + 14 + 4 = 30
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (5, 2) = 7
Damage:Smite: 28 = 28

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

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

GM:
If bone two is valeria's target, you forgot her first attack on it above (17 damage)


The Man. The Myth. The Mask!

valeria:
So I did. Thanks.

I'll hold that attack routine for next round. Just waiting on Ferod.


I caste haste when I did the knowledge check, are we top of round again?


The Man. The Myth. The Mask!

You cast at the very end of last round, leaving this round untouched. :)


Time to even the odds, and send these spawn back whence they came!

Ferod casts chains of light on the creature targeting Omar.

Reflex DC is 24, fail means paralyzed


The Man. The Myth. The Mask!

And Corso succeeds by 1!
reflex: 1d20 + 12 ⇒ (8) + 12 = 20

The party takes 1d10 cold damage from the persisting supernaturally cold air: 1d10 ⇒ 10

Chains of light bind the demon, rendering it immobile.

The next to the left seems angry at Corso's comments but still attacks Omar with everything it has. Thankfully, the palatalization of one foe and Corso's taunting cause the attacks to miss, though only by inches.
You allies prevented 50 damage on you. :)

Valeria fends off a series of attacks effectively, but Corso isn't so lucky this time. Two strikes make it through his defense. (take 26)

The right Ice Demon moves up to fill in the hole left by the paralyzed ally. He summons a rolling sheet of unbelievable cold. (Omar, Valeria, Rathis: take 46 cold, DC 19 reflex for half)

The demon's wounds seem to be closing on their own. It's not fast, but it is noticeable.

Party up!

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