An Invitation from Prince Kasiya (Inactive)

Game Master Zesdead

An Occult Adventures Playtest for Level 8

Maps
The Contemptible Crypts


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Silver Crusade

Knowledge (Religion): 1d20 + 5 ⇒ (3) + 5 = 8

We should still have the effects of my Battle Cry for another two rounds, if my math is right.

Among most groups, Ezekiel would hardly wish to be first in line before a creature such as this, but he knows he's the most likely to be able to fend off its strikes. Affixing it with his hypnotic stare (-2 will/-2 attack rolls), he steps forward and raises his blade with a smirk. "En garde, you slimy piece of unliving filth!"

Attack: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d6 + 7 ⇒ (4) + 7 = 11


The skeleton, slippery entrails moving around within the open ribcage, moves to attack Ezekiel...but, stupid in its undeath, it allows the swashbuckler the opportunity for an early attack as it stumbles into position...

Taking Ezekiel's first dice roll as an Attack of Opportinity as the Mohrg moves through threatened squares

Perhaps distracted, fascinated or appalled by the mobile entrails, Ezekiel misses with his first stab...but has enough time to attack a second time before the creature reaches for him...

Ezekiel, you may have a second attack roll

...and then, with only Ezekiel to attack, the creature slams against him...

Mohrg, Slam vs Ezekiel: 1d20 + 17 ⇒ (11) + 17 = 28, hitting for 2d8 + 7 ⇒ (4, 8) + 7 = 19 and starting a Grab

Mohrg Grapple Attempt 1d20 + 21 ⇒ (3) + 21 = 24, Ezekiel is Grappled

Everyone may take their turn now

Silver Crusade

I'm a little confused about the order of things, but here goes.

Second Attack: 1d20 + 15 ⇒ (6) + 15 = 21 Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Parry: 1d20 + 15 ⇒ (17) + 15 = 32 Muahaha! Ezekiel is not grappled!
Riposte: 1d20 + 15 ⇒ (10) + 15 = 25 Damage: 1d6 + 7 ⇒ (2) + 7 = 9


Half-Orc kineticist 8

Peeking around the corner, some of the cold goes flying off of Camel and slams into the tongue skeleton.

Attack Roll (Cold damage vs. touch ac, penalty for firing into melee and cover included): 1d20 + 4 ⇒ (15) + 4 = 19

Damage if I hit: 4d6 + 5 ⇒ (5, 2, 4, 4) + 5 = 20


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Fixing the Mohrg with his stare, Sir Alfred hopes the creature still has a sense of humor.

-2 to-hit penalty, casting hideous laughter (DC 19)


GMPC - Akadi delays

Whatever it is that Sir Alfred Stone attempts to amuse the creature with…falls upon deaf ears.

Mohrg, Will Save vs Hideous Laughter (+4 for different creature type to caster): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25, Will Save Made

Meanwhile Ezekiel, perhaps distracted by the blast from Camel, narrowly misses the creature.

Ezekiel misses / Camel hits for 20 damage

Slamming forwards again, the skeletal creature grabs at Ezekiel…it’s tongue, purple and slathering, extends towards the beleaguered man…

Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32, hitting for 2d8 + 7 ⇒ (7, 3) + 7 = 17 and starting a Grab

Mohrg, Grapple Attempt vs Ezekiel (-2 to hit): 1d20 + 21 - 2 ⇒ (4) + 21 - 2 = 23, Ezekiel is Grappled

Mohrg, Tongue vs Ezekiel (-2 to hit): 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16, hit for potential Paralysis

Ezekiel, you need to make a Fort 23 Save against Paralysis

Everyone may take their turn now

Silver Crusade

Forgot about the mirror image last round.

Mirror Image, I get hit on a 1: 1d4 ⇒ 4 Slam misses! RIP, mirror Ezekiel.

Mirror Image, I get hit on a 1: 1d3 ⇒ 1 Tongue aimed for the right Ezekiel, at least.

Parry the Tongue: 1d20 + 15 ⇒ (10) + 15 = 25 Parried!

Attack #1: 1d20 + 15 ⇒ (20) + 15 = 35 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Confirmation: 1d20 + 15 ⇒ (17) + 15 = 32 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 If that confirms, 22 damage.

Attack #2: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Gonna save my +2 bonus for in case I have to make a saving throw in a second...

For reference: Currently at 3 out of 6 panache.


Half-Orc kineticist 8

Camel will again snake cold over, around, and under to attack the Morhg.

Attack Roll (Cold vs. Touch AC): 1d20 + 8 ⇒ (14) + 8 = 22
Damage Roll: 4d6 + 5 ⇒ (5, 1, 2, 6) + 5 = 19


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Finding the Mohrg's mind stronger than expected, sir Alfred fixes his stare on the abomination before firing his crossbow.

Heavy Crossbow: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 for 1d10 + 3d6 ⇒ (3) + (3, 4, 5) = 15


Ezekiel, in a blur of elegant stabs and slashes, cuts the undead creature along the entrails...putrescent material oozes through the freshly cut wounds...

...and then freezes in chunks as a blast of cold snakes around the swashbuckler...and onto the animated skeleton...

Sir Alfred Stone's crossbow bolt however, thuds into the wall behind the slavering horror...the horror which is, relentlessly, grabbing after Ezekiel.

GM Only:
Mohrg =. 28/91

Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18, missing

Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24, hitting for 2d8 + 7 ⇒ (6, 2) + 7 = 15 and starting a Grab

Mohrg, Grapple Attempt vs Ezekiel (-2 to hit): 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31, Ezekiel is Grappled

Mohrg, Tongue vs Ezekiel (-2 to hit): 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19, hit for potential Paralysis

Everyone may take their turn now


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

With the morgh latching onto Ezekiel, Sir Alfred attempts to evoke the undead creatures sense of endless hopelessness.

Overwhelming Grief, DC 21

Did you remember the morgh has a -2 penalty to all attacks while my stare is fixed on him?


RAW, The Mohrg is immune to Mind-Affecting effects however that is no fun so will ignore that…

Mohrg, Will Save vs Overwhelming Grief DC21: 1d20 + 9 ⇒ (10) + 9 = 19, Save Failed

Something stops the undead creature... It doubles over and, using the wall to support itself, starts shuddering.

The Mohrg can take no actions, takes a –2 penalty to Armor Class, and loses its Dexterity bonus (if any). It can attempt a new save each round to break the spell's effect.

Awaiting actions from Camel and Ezekiel


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Nothing is immune to a Mesmerist with Psychic Inception, as long as it is subject to Bold Stare. Normally immune creatures get a +2 to saves, which counters the -2 penalty imposed by bold stare, and have a 50% ignore chance each round.


Half-Orc kineticist 8

Cold goes streaking over Ezekiel's head before slamming down on the creature from above.

Attack Roll (Cold Damage vs. Touch AC): 1d20 + 8 ⇒ (20) + 8 = 28
Damage Roll: 4d6 + 5 ⇒ (4, 1, 4, 1) + 5 = 15

Silver Crusade

Mirror Image: 1d3 ⇒ 1 Right one...

Ezekiel doesn't know the creature's going to miss him, so he parries the 18 anyway.

Parry: 1d20 + 15 ⇒ (18) + 15 = 33
Riposte: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Riposte Confirmation: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 If a 19 confirms, 18 damage total.

If that confirmed, still at 3/6 panache.

Mirror Image: 1d3 ⇒ 1 Man! He is just spot-ON with these!

Parry: 1d20 + 15 ⇒ (7) + 15 = 22 Uh-oh... I sure hope the riposte killed him, because I'm grabbed now.

2/6 panache.

Parry While Grappled: 1d20 + 15 - 2 - 2 ⇒ (11) + 15 - 2 - 2 = 22

1/6 panache (or zero, if the riposte didn't confirm), but I'm not tongued!

--

Grappled, but seeing that the creature is unable to react due to Sir Alfred's mental assault, Ezekiel attacks the creature!

Attack 1: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Attack 2: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Attack 1 Confirmation: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d6 + 5 ⇒ (2) + 5 = 7

I sure hope that confirms. If it did, the first hit deals 18 damage total.


Ezekiel ducks and swerves but is eventually grabbed by the skeleton...but, at the last moment, fends the tongue attack away. As Sir Alfred Stone renders the wretched creature helpless, Camel slams it with a cold attack and then...slipping from the skeleton's grasp, Ezekiel impales the creature's tongue...and it collapses in a pile of bones and viscera...

GMPC for Camel's Critical...as Mohrg is close to death

Confirming Critical: 1d20 + 8 ⇒ (3) + 8 = 11, not confirmed

Mohrg starts on 28, reduced to 13 by Camel

Ezekiel's first riposte does NOT confirm, Mohrg at 4HP

Ezekiel is grabbed but parries the Tongue attack

Ezekiel's attack kills Mohrg

Silver Crusade

"Such an expenditure of effort..." The youth's grin is gone, his face slack and emotionless now. "I am afraid my combat prowess will be significantly impeded for a time. I must... draw more deeply on the thrill of battle or I will falter."

I'm out of panache.

Ezekiel imprints the Mesmeric Mirror on himself once again.


Stepping over the shattered corpse of the undead, you find little of note in the chamber beyond...the walls are adorned with roughly scratched pictures of murder scenes ad the sarcophagus that your assailant previously occupied atone time is a simple wooden affair. A door leads to the east and, looking through, you see that it opens into a large empty chamber with a corridor leading north... A hissing noise comes from somewhere in the darkness beyond.


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Quickly examining the room, sir Alfred reloads his crossbow.

I am growing weary of this game. Why don't we try something a little different. Gather close and stay within 10 feet of me as we move.

Invisibility Shpere


Half-Orc kineticist 8

Camel will move to within 10' of Alfred while keeping an eye out for traps. This is an Osiriani tomb, after all. he thought to himself.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


Moving into the chamber, Sir Alfred's invisibility helps to keep you shrouded from the vision of the 'thing' in the antechamber to the north. Scraping bone against the stone walls of the tomb, a huge humanoid figure stands in your way, mass of bones and skulls tied together with slick ropes of sinew...

The only way through this chamber is past this creature...although it does not appear to be aware of your presence, you would need to move within 5 feet of it to get past...

Camel, you don't detect any traps within this part of the tomb.

Silver Crusade

Ezekiel sluggishly affixes it with his hypnotic stare and waits for one of the others to make a move. -2 attacks & will saves. It can't know it's the target of this effect.


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

What knowledge skill to identify it?


Knowledge (Arcana) DC18:
The large creature is a bone golem; most often crafted as guardians of tombs— and sometimes formed from the very corpses they guard, the golem’s body consists of bones from at least a dozen Medium or larger skeletons. The construct is resistant to piercing and slashing weapons (similar to skeletons)...the creature is also likely to be partially immune to some magical effects


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Arcana: 1d20 + 15 ⇒ (5) + 15 = 20


Are you going to attempt to move past the creature? You will still need to make a Stealth Check to move past it unnoticed...although it's perception check will have significant penalties due to your invisibility


Half-Orc kineticist 8

Stealth Check (if we decide to sneak): 1d20 + 8 ⇒ (15) + 8 = 23


Male Mesmerist 8 | Init +4 | HP 54/67 | AC 21, T 15, F 18 | F +6, R +10, W +15 | CMB +5, CMD 17 | Per +14

Don't forget the +20 for invisibility

Motioning for the group to be silent and follow, Sir Alfred attempts to slip past the Golem.

Stealth: 1d20 + 2 + 20 ⇒ (15) + 2 + 20 = 37

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