Arena of the Gods (Inactive)

Game Master Reckless

Mythic monsters vs crazy powerful PCs.


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Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM&Rafe:

fort save: 1d20 + 29 - 4 ⇒ (4) + 29 - 4 = 29 good one to make, though I wouldn't mind getting a save above 10 on the die and he will continue to cower


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

Valgrim and GM:
As Valgrim approaches Pharnmournx's fallen body, Motol says: "Mistress Pharnmournx got hit by those tendrils. I think she's too weak to move."


GM & Wu:

Fort save 1d20 + 30 ⇒ (18) + 30 = 48

Seeing Wu incapacitated for the moment, he makes sure to keep himself between Wu and the other banshee. He then goes full out against it.

actions- Free actions-use boots for haste. Full attack banshee with the same conditions as before.

attack 1 1d20 + 39 ⇒ (18) + 39 = 57
damage 1d8 + 29 ⇒ (3) + 29 = 32
confirm crit 1d20 + 39 ⇒ (8) + 39 = 47
additional damage 1d8 + 29 ⇒ (5) + 29 = 34

attack 2 1d20 + 34 ⇒ (14) + 34 = 48
damage 1d8 + 29 ⇒ (7) + 29 = 36

attack 3 1d20 + 29 ⇒ (1) + 29 = 30
damage 1d8 + 29 ⇒ (3) + 29 = 32

attack 4 1d20 + 24 ⇒ (15) + 24 = 39
damage 1d8 + 29 ⇒ (1) + 29 = 30

haste attack 1d20 + 39 ⇒ (10) + 39 = 49
damage 1d8 + 29 ⇒ (1) + 29 = 30

Stats
AC-60
Touch-44
hp-223/223 +1 temporary
Status- Greater Heroism 6/30, Hasted 3/10, Cayden's Cup, shaken, deafened, Combat Expertise, Defensive Parry, fighting defensively.

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM and the 'sleeping' Drow:
Valgrim kneels next to her, touches her shoulder and says a short prayer to his goddess...casting Restoration upon her "Now is not the time to sleep, awaken and let us finish this trial."


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
Once she can move, Pharnmournx bats her eyes and says, "Thank you for your aid. Yes, let's." She stands up and makes her way towards the exit, urging the nalfeshnee on in front. As she walks she says, "Motol, scram,"[/b] and the familiar disappears.
I'm having Motol use his invisibility SLA.

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

The remaining Banshee strikes at Rafael and uses a MP to do a swift shout to catch you both in its cone. Then it sinks into the ground, provoking an AoO from Rafael.

Incorporeal touch 1d20 + 25 ⇒ (13) + 25 = 38 for 14d6 ⇒ (1, 6, 2, 3, 1, 4, 6, 4, 2, 6, 1, 5, 6, 2) = 49 negative energy damage and terror.

Shout 5d6 ⇒ (1, 4, 6, 2, 6) = 19 sonic and deaf for 2d6 ⇒ (4, 2) = 6 rounds reflex 21 half damage/negate deaf

Liberty's Edge

Male Human Commoner 2

Pharnmournx and Valgrim:

Stairs lead down about fifty feet, turning and twisting as they go. A mournful, horrid sound grows more and more terrible as you approach the bottom of the stairs, coming from the east and northeast, but the source of the sound is beyond your darkvision, so you might have some time to prepare if you wish.

Map

You may do stuff while descending if you so choose,also.

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM:
Looks like Valgrim and Pharn did 6 rounds of combat, 4 of which were done outside of the AMF for Valgrim which equates to +8 hit points with the FH aspect of his spell buff. Accounting for another round to see the drow, another to cast Restoration and then another for walking down deeper into the trial (3 rounds, +6 hit points from FH), Valgrim has 10 rounds left of his Eagle soul buff and gained +14 hit points. I adjusted Valgrims Hit Points.

GM and Pharn:
Valgrim walks down before the Drow to ensure her protection. Valgrim looks around first...Perception: 1d20 + 28 ⇒ (17) + 28 = 45

Buffs still active:

AC: +4...now 52= 10 rounds left
Saves:+7... F:32/R:23/W:31
Str: +4...STR:38 (+14) ATK and DMG increase +2
Fast Healing: 2 =10 rounds left
Crits vs Evil is confirmed =10 rounds left
Res5 vs Acid Fire =10 rounds left


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM, Rafe:
reflex: 1d20 + 25 ⇒ (14) + 25 = 39 and now that he's not cowering anymore, he will activate his winged boots and move up 10 feet off the ground (assuming the ceiling is high enough.


GM & Wu:

Question, if we are deaf, does shout affect us?

Reflex save 1d20 + 34 ⇒ (2) + 34 = 36

AoO 1d20 + 39 ⇒ (16) + 39 = 55
damage 1d8 + 29 ⇒ (4) + 29 = 33


GM & Wu:

Raphael activates his Celestial Armor and also flies up 10'

Status
AC-43
touch-27
hp-215/223
status- Greater Heroism 7/30, Cayden's Cup, flying, shaken, deafened.

If my AoO killed the banshee, I do not activate flight.


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
Pharnmournx walks down the stairs behind Valgrim and the nalfeshnee; Motol rides on her shoulder. She casts a spell on herself and one on Valgrim on the way down the stairs before they enter the room. When they enter the room, Pharnmournx flies up to the ceiling. Motol pulls out a wand and holds it in front of him. Pharnmournx urges the nalfeshnee ahead to scout.

Casting displacement on Valgrim and myself on the way down. Flying to the ceiling in (I, 1). Readying an action to cast major curse on the first enemy I see to give them -4 to attacks, saves, ability checks, and skill checks. Motol is readying an action to use his wand of scorching ray if an enemy appears. The nalfeshnee flies forward and lands so that its top row is taking up (I, 7-9); it readies slow (DC 18) for the first enemy it sees.
CL Check to overcome SR for curse: 1d20 + 22 ⇒ (19) + 22 = 41
CL Check to overcome SR for scorching ray: 1d20 + 11 ⇒ (2) + 11 = 13
CL Check to overcome SR for slow: 1d20 + 12 ⇒ (18) + 12 = 30
attack roll for scorching ray 1: 1d20 + 14 ⇒ (14) + 14 = 28 ray 1, fire damage: 4d6 ⇒ (1, 6, 4, 4) = 15
attack roll for scorching ray 2: 1d20 + 14 ⇒ (5) + 14 = 19 ray 2, fire damage: 4d6 ⇒ (4, 1, 2, 5) = 12
attack roll for scorching ray 3: 1d20 + 14 ⇒ (13) + 14 = 27 ray 3, fire damage: 4d6 ⇒ (5, 3, 3, 1) = 12


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
Hearing the wailing as she travels downstairs, Pharnmournx slaps herself lightly on the forehead. "We kind of got thrown right into it back there, so I didn't have a chance to explain what I learned in town. I'm going to guess that those were the 'ropers' of which my informant spoke; that leaves 'banshees', 'ylyrgoi qlippoth,' and 'demilich'. Also, keep in mind that sonic effects are particularly powerful here; that wailing probably portends something ominous for us."

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM and the Drow:

"Banshees, ylyrgoi, qlippoth and dmilichs. I must say your canvasing for information yielded better information than my attempt. Well if you warn that sonic effects are more powerful here, then I offer you this spell as a gift of protection." Valgrim casts Protection from Energy-Sonic on the Drow, or if she refuses, on himself. Absorbs 120 points of sonic damage. Valgrim then enchants his armor under the Warpriest ability to grant it Greater Energy Resistance (absorbs the first 30 points of energy damage per attack) as a swift action.

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

The shout can still damage you, but doesn't deafen you any further. Its wail will affect even a deafened creature, as well.

The attack of opportunity was not enough to destroy it.

It does not return on its turn this round, what do you do now?


GM & Wu:

I begin exploring the rooms in fly mode.

Perception 1d20 + 28 ⇒ (3) + 28 = 31


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM and Rafe:

Wu will remain hovering at 10' waiting for the thing to re-emerge. He will have a readied action to attack it if it comes near.

power attack
to hit: 1d20 + 39 ⇒ (6) + 39 = 45 damage: 2d8 + 55 ⇒ (3, 4) + 55 = 62

Liberty's Edge

Male Human Commoner 2

Valgrim and Pharnmournx:

As the nalfeshnee moves forward, it spots the first of the banshees and casts slow.

Banshee save 1d20 + 18 ⇒ (2) + 18 = 20 beats DC18.

The Banshee is still out of sight for you, until it moves to intercept the nalfeshnee.

Save vs Major Curse 1d20 + 18 ⇒ (11) + 18 = 29 Failure!

Scorching Ray fails to bypass SR.

The banshee finishes moving adjacent to the nalfeshnee, swiping at it with its ghostly claws. 1d20 + 25 - 4 ⇒ (14) + 25 - 4 = 35 incorporeal touch for 14d6 ⇒ (5, 1, 5, 5, 1, 5, 2, 2, 4, 5, 5, 1, 3, 4) = 48 negative energy damage; DC 26 will save or cower for 1d3 ⇒ 3 rounds; save is at -4 due to Banshee's aura of cowardice.

The second Banshee comes from the wall to the north for much the same. 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32 incorporeal touch for 14d6 ⇒ (3, 6, 5, 1, 5, 5, 3, 3, 1, 1, 2, 5, 6, 5) = 51 negative energy damage; DC 26 will save or cower for 1d3 ⇒ 3 rounds; save is at -4 due to Banshee's aura of cowardice.

As the creatures move forward, their voices undulate with terrible shrieking which almost harmonizes. Their visages and their voices peel at your nerves. An aura washes over you as they approach.

Aura of Cowardice(Su):non-mythic enemies within 30 feet take a -4 penalty on saving throws vs. fear effects. Creatures immune to fear do not take the penalty but lose their immunity in the aura. Mythic creatures have to be within 10' to be affected.

Immortal Anguish(Su): any creature beginning its turn within 60' feet able to see & hear the {creature} is stricken with despair (as crushing despair) for 1d6 minutes. DC 26 Will negates. Immune on save unless {special mythic use activated}.

All have to make 2 saves at the beginning of their turns. Pharnmournx is only within one of the aura of cowardices, however.

map

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

The last of the Banshees does a flyby attack on Wu, moving from floor and into ceiling and passing its ghostly claws through the monk on the way through. 1d20 + 25 ⇒ (3) + 25 = 28 incorporeal touch for 14d6 ⇒ (6, 3, 3, 6, 1, 4, 5, 4, 2, 4, 5, 5, 3, 2) = 53 negative energy damage; DC 26 will save or cower for 1d3 ⇒ 1 rounds; save is at -4 due to Banshee's aura of cowardice.

Before it strikes him, Wu gets off his readied attack, hitting the Banshee, but not destroying it.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM and Rafe:

will save: 1d20 + 25 - 4 ⇒ (9) + 25 - 4 = 30 pass

and another readied attack like before

power attack, dragon style, mutagen
to hit: 1d20 + 39 ⇒ (13) + 39 = 52 damage: 2d8 + 55 ⇒ (6, 6) + 55 = 67


GM & Wu:

Rafael moves over to Wu.

"How are you doing? Can you last a little longer, I can heal after the fight."

Rafael readies an attack.

Readied attack- fighting defensively, Combat Expertise, Power Attack.
1d20 + 38 ⇒ (18) + 38 = 56
confirm crit 1d20 + 38 ⇒ (16) + 38 = 54
damage 2d8 + 58 ⇒ (5, 6) + 58 = 69

Also AoO if it passes me and attacks Wu.
1d20 + 38 ⇒ (12) + 38 = 50
damage 1d8 + 29 ⇒ (8) + 29 = 37

status-
Touch AC-38
hp-215/223
status-Greater Heroism (8/30), Cayden's Cup, flying, shaken, deafened, fighting defensively, Combat expertise, Crane stance.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe&GM:
"Am am well enough to continue. I will see this spirit laid to rest, I assure you. "

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

On the next pass-through by the Banshee, you finish it off before it can do more harm. A little exploration reveals some stairs leading down beyond a crumbled wall around the corner in the Northwest.


Rafael has another wand appear in his hand and begins curing Wu.

"Let me know when you are feeling OK."

Cure Serious Wounds 3d8 + 5 ⇒ (8, 6, 1) + 5 = 20

Cure Serious Wounds 3d8 + 5 ⇒ (7, 8, 5) + 5 = 25

Cure Serious Wounds 3d8 + 5 ⇒ (2, 1, 6) + 5 = 14

Cure Serious Wounds 3d8 + 5 ⇒ (6, 4, 4) + 5 = 19

wands:

Cure Serious Wounds wand 46/50
Restoration wand 49/50


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM and Rafe:
"Thank you. I'm close enough to fully healed to make do. Just a few scratched left. Shall we continue?"

And he will move to investigate the stairs down. perception: 1d20 + 35 ⇒ (4) + 35 = 39


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
Nalfeshnee Will vs. 1st banshee: 1d20 + 17 ⇒ (15) + 17 = 32
Nalfeshnee Will vs. 2nd banshee: 1d20 + 17 ⇒ (13) + 17 = 30

Nalfeshnee vs. Immortal Anguish 1: 1d20 + 17 ⇒ (12) + 17 = 29
Nalfeshnee vs. Immortal Anguish 2: 1d20 + 17 ⇒ (3) + 17 = 20

Pharnmournx vs. Immortal Anguish 1: 1d20 + 18 ⇒ (11) + 18 = 29 +2 if this is an enchantment effect
Pharnmournx vs. Immortal Anguish 2: 1d20 + 18 ⇒ (20) + 18 = 38 +2 if this is an enchantment effect

Quasit vs. Immortal Anguish 1: 1d20 ⇒ 6
Quasit vs. Immortal Anguish 2: 1d20 ⇒ 15

The nalfeshnee wiggles its fingers and tries to suppress magic.
Having the nalfeshnee use its greater dispel magic SLA
dispel check: 1d20 + 11 ⇒ (20) + 11 = 31

Motol flees into the corner.

Pharnmournx holds up her rod and uses it to cast a spell quickly. She immediately follows it up with another spell
Casting major curse on the same banshee again; this time I want to give it a -6 to Charisma. Using the rod to quicken summon monster IX to summon 1d4+1 shadow demons. Shadow demons are incorporeal. Put two of them in (J,6) and (J, 7) and the other two in (I, 11) and (J, 11). The first two are the ones attacking the western banshee, and the last two are the ones attacking the eastern banshee.
CL check to penetrate SR for curse: 1d20 + 22 ⇒ (9) + 22 = 31
number of demons: 1d4 + 1 ⇒ (3) + 1 = 4
Shadow D. bite 1: 1d20 + 13 ⇒ (11) + 13 = 24 Shadow D. bite damage 1: 1d8 ⇒ 5 Shadow D. bite 1 cold damage: 1d6 ⇒ 3
Shadow D. 1 L. Claw: 1d20 + 13 ⇒ (6) + 13 = 19 Shadow D. 1 L. Claw damage: 1d6 ⇒ 5 Shadow D. 1 L. claw cold damage: 1d6 ⇒ 4
Shadow D. 1 R. Claw: 1d20 + 13 ⇒ (1) + 13 = 14 Shadow D. 1 R. Claw damage: 1d6 ⇒ 3 Shadow D. 1 R. claw cold damge: 1d6 ⇒ 5
Shadow D. 2 bite: 1d20 + 13 ⇒ (11) + 13 = 24 Shadow D. 2 bite damage: 1d8 ⇒ 3 Shadow D. 2 bite cold damage: 1d6 ⇒ 5
Shadow D. 2 L. Claw: 1d20 + 13 ⇒ (19) + 13 = 32 Shadow D. 2 L. claw damage: 1d8 ⇒ 8Shadow D. 2 L. Claw cold damage: 1d6 ⇒ 6
Shadow D. 2 R. Claw: 1d20 + 13 ⇒ (6) + 13 = 19 Shadow D. 2 R. claw damage: 1d8 ⇒ 3 Shadow D. 2 R. claw cold damage: 1d6 ⇒ 3
Shadow D. 3 bite: 1d20 + 13 ⇒ (5) + 13 = 18 Shadow D. 3 bite damage: 1d8 ⇒ 6 Shadow D. 3 bite cold damge: 1d6 ⇒ 6
Shadow D. 3 L. claw: 1d20 + 13 ⇒ (1) + 13 = 14 Shadow D. 3 L. claw damage: 1d6 ⇒ 4 Shadow D. 3 L. claw cold damage: 1d6 ⇒ 6
Shadow D. 3 R. claw: 1d20 + 13 ⇒ (7) + 13 = 20 Shadow D. 3 R. claw damage: 1d6 ⇒ 1 Shadow D. 3 R. claw cold damage: 1d6 ⇒ 1
Shadow D. 4 bite: 1d20 + 13 ⇒ (10) + 13 = 23 Shadow D. 4 bite damage: 1d8 ⇒ 2 cold damage: 1d6 ⇒ 3
Shadow D. 4 L. claw: 1d20 + 13 ⇒ (16) + 13 = 29 Shadow D. 4L. claw damage: 1d6 ⇒ 3 Shadow D. 4 L. claw cold damage: 1d6 ⇒ 6
Shadow D. 4 R. claw: 1d20 + 13 ⇒ (17) + 13 = 30 Shadow D. 4 R. claw damage: 1d6 ⇒ 4 Shadow Demon 4 R. claw cold damage: 1d6 ⇒ 3

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM and Lady Drow:

WIL vs 1st Banshee Wailing: 1d20 + 31 ⇒ (20) + 31 = 51
WIL vs 2nd Banshee Wailing: 1d20 + 31 ⇒ (1) + 31 = 32
WIL vs 1st Immortal Anguish: 1d20 + 31 ⇒ (9) + 31 = 40
WIL vs 2nd Immortal Anguish: 1d20 + 31 ⇒ (16) + 31 = 47
Not sure if he needed to save vs the same effects as the Drow pet. Valgrim steadies himself in front of such adversaries...
He closes the distance between him and the nearest Banshee striking at it with his Holy Falchion...
Adamantine/Holy/Falchion: 1d20 + 36 ⇒ (11) + 36 = 47...
DMG: 2d8 + 35 ⇒ (6, 1) + 35 = 42...Holy DMG: 2d6 ⇒ (3, 3) = 6
these posts are time consuming to get everything right...

Spell Buffs:

all last 20 minutes and he cast them before the first fight.
AC: +4...now 52= 10 mins left
Saves:+7... F:32/R:23/W:31
Str: +4...STR:38 (+14) ATK and DMG increase +2
Fast Healing: 2 =10 minsleft
Crits vs Evil is confirmed =10 mins left
Res5 vs Acid Fire =10 mins left
Sonic Energy Res:30 =18 mins left


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
In figuring your buffs, Valgrim, don't forget the ones I've cast: enlarge person, haste, and displacement. I'm not sure how much time passed between encounters, but haste should still be up if the nalfeshnee is still around (I cast them the same round).

Liberty's Edge

Male Human Commoner 2

Valgrim/Pharnmournx:

Save vs second curse. 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27 Failure!

Map

Valgrim connects, but the shadow demons have trouble doing the same.

Banshee #1 (westernmost) takes a swipe at Valgrim
1d20 + 25 - 4 ⇒ (17) + 25 - 4 = 38 incorporeal touch attack for 14d6 ⇒ (4, 6, 5, 5, 6, 2, 2, 4, 6, 6, 1, 5, 1, 6) = 59 negative energy damage and ; DC 26 will save or cower for 1d3 ⇒ 2rounds; save is at -4 due to Banshee's aura of cowardice. He spends a Mythic Point to cast quickened shout for 5d6 ⇒ (3, 6, 1, 6, 1) = 17 sonic damage and deafened DC 23 Ref save t negate deafened and take half damage; this spell's cone hits Valgrim, Pharnmournx, and a shadow demon.

Banshee #2 takes a swipe at the Nalfeshnee
1d20 + 25 + 2 ⇒ (3) + 25 + 2 = 30 incorporeal touch attack for 14d6 ⇒ (3, 4, 1, 4, 6, 6, 5, 3, 5, 4, 2, 1, 4, 1) = 49 negative energy damage and ; DC 26 will save or cower for 1d3 ⇒ 2rounds; save is at -4 due to Banshee's aura of cowardice. He spends a Mythic Point to cast quickened shout for 5d6 ⇒ (5, 2, 1, 4, 4) = 16 sonic damage and deafened DC 23 Ref save t negate deafened and take half damage; this spell's cone hits Valgrim, Nalfeshnee, and a shadow demon.

Tell me about it, Valgrim!

Liberty's Edge

Male Human Commoner 2

Rafael/Wu:

Once again, the stairs turn and twist a bit on the way down. Soon, however, they also grow wider and deeper, until they open into a vast tomb, sized for gigantic creatures.

To the right of the stairs, a monumental statue of a hydra-like monster with four stinger-like heads on long necks and hundreds of shrieking, fanged maws and blinking eyes, each painted a different color, covering its pale-blue, serpentine body.

Echoing through the chamber, a chorus of voices sing a song in Abyssal, promising pain and new life.

Map


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe & GM:
Wu will try to stealth up to the corner to see what is around it.

stealth: 1d20 + 34 ⇒ (10) + 34 = 44

and will come back and inform Rafe of what he sees in a whisper.


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM:
Speaking of getting things right, I forgot to mention that the shadow demons make their attacks against touch AC (they're incorporeal as well). Also, did you take the 50% miss chance for the displacement on Valgrim into account and doesn't shout have to overcome SR?

Liberty's Edge

Male Human Commoner 2

WuRafael:

Perception 1d20 + 25 ⇒ (6) + 25 = 31

Map

Wu finds that the chamber is indeed pretty vast, with some crumbled walls to the east and northeast. What really captures his attention, however, is a Huge creature to the northwest in an alcove that resembles the eery statue. Wu's stealth pays off and the creature does not notice him.

Liberty's Edge

Male Human Commoner 2
Pharnmournx wrote:
** spoiler omitted **

Spoiler:

The Banshees have a high AC due to deflection and dex, so their touch AC is also correspondingly high.

But I did forget about the displacement and spell resistance, thanks for the reminders.

Miss chance (high hits, low misses) 1d100 ⇒ 95

Caster Level Check #1 1d20 + 14 ⇒ (14) + 14 = 28

Caster Level Check #2 1d20 + 14 ⇒ (11) + 14 = 25


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe&GM:

He will sneak back behind cover and report. stealth: 1d20 + 34 ⇒ (10) + 34 = 44

"Ok, I have no idea what the statues are, but the living version is around the corner. Given what we've seen so far, it can't be easy. "


GM & Wu:
Rafael looks at one of the statues and tries to determine what it might be.

All I have is Dundeoneering so if it is an Aberration, otherwise no idea.

Know (Dungeoneering) 1d20 + 31 ⇒ (11) + 31 = 42

Liberty's Edge

Male Human Commoner 2

WuRafael:

Neither one of you knows what the thing is. Pretty hideous, likely nasty.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe & GM:
"Well I don't think it's going to die of old age while we wait. Guess we better go get to it. I'll sneak up into a good charging location and then in I go. Do you have any tricks you want to pull?"


"I will activate my boots just before you charge."


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe & GM:
"Ok, sounds good. " and he will sneak up again to get in a charge line on the critter.
stealth: 1d20 + 34 ⇒ (20) + 34 = 54 Well that's a waste.


GM & Wu:
After Wu reaches his position, Rafael will move to N8.
Stealth 1d20 + 10 ⇒ (13) + 10 = 23


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

GM and Valgrim:
Fair enough, but the one with -4 CHA should have -2 to its deflection bonus.
Pharnmournx moves her hands exceedingly fast and her shadow demons speed up. Then, she outstretches her arm, pointing her finger at the western banshee, and the nalfeshnee does the same to the eastern banshee. The shadow demons attack.

Pharnmournx casts quickened haste (with the feat, not the rod) and then readying an action to counterspell the first spell or spell-like ability the western banshee uses. The nalfeshnee readies the same action for the eastern banshee.

Pharnmournx, save vs. shout: 1d20 + 17 ⇒ (9) + 17 = 26
shadow demon 1, save vs. shout: 1d20 + 11 ⇒ (1) + 11 = 12

Nalfeshnee, save vs. cower: 1d20 + 21 - 2 - 4 ⇒ (15) + 21 - 2 - 4 = 30
Nalfeshnee, save vs. shout: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

shadow demon 2, save vs. shout: 1d20 + 11 ⇒ (10) + 11 = 21

Pharnmournx, dispel check (if needed): 1d20 + 20 ⇒ (1) + 20 = 21
Nalfeshnee, dispel check (if needed): 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35 The +4 is for using greater dispel magic

Shadow demon 1, bite: 1d20 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17 Shadow demon 1, bite damage: 1d8 ⇒ 8 shadow demon 1, bite cold damage: 1d6 ⇒ 5
Shadow demon 1, L. claw: 1d20 + 11 + 2 + 1 ⇒ (16) + 11 + 2 + 1 = 30 Shadow demon 1, L. claw damage: 1d6 ⇒ 3 shadow demon 1, L. claw cold damage: 1d6 ⇒ 6
Shadow demon 1, R. claw: 1d20 + 11 + 2 + 1 ⇒ (7) + 11 + 2 + 1 = 21 shadow demon 1, R. claw damage: 1d6 ⇒ 4 shadow demon 1, R. claw cold damage: 1d6 ⇒ 5
Shadow demon 1, haste bite: 1d20 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17 shadow demon 1, haste bite damage: 1d8 ⇒ 5 shadow demon 1, haste bite cold damage: 1d6 ⇒ 4

Shadow demon 2, bite: 1d20 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17 Shadow demon 2, bite damage: 1d6 ⇒ 2 Shadow demon 2, bite cold damage: 1d6 ⇒ 3
Shadow demon 2, L. claw: 1d20 + 11 + 2 + 1 ⇒ (12) + 11 + 2 + 1 = 26 shadow demon 2, L. claw damage: 1d6 ⇒ 2 shadow demon, L. claw cold damage: 1d6 ⇒ 2
Shadow demon 2, R. claw: 1d20 + 11 + 2 + 1 ⇒ (1) + 11 + 2 + 1 = 15 shadow demon 2, R. claw damage: 1d6 ⇒ 2 shadow demon, R. claw cold damage: 1d6 ⇒ 2
Shadow demon 2, haste bite: 1d20 + 11 + 2 + 1 ⇒ (20) + 11 + 2 + 1 = 34 shadow demon 2, haste bite damage: 1d6 ⇒ 6 shadow demon 2, haste bite cold damage: 1d6 ⇒ 3
Shadow demon 2, haste bite confirm: 1d20 + 11 + 2 + 1 ⇒ (8) + 11 + 2 + 1 = 22 shadow demon 2 haste bite crit damage: 1d8 ⇒ 4

shadow demon 3, bite: 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19 shadow demon 3, bite damage: 1d8 ⇒ 8 shadow demon 3, bite cold damage: 1d6 ⇒ 2
shadow demon 3, L. claw: 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19 shadow demon 3, L. claw damage: 1d6 ⇒ 5 shadow demon 3, L. claw cold damage: 1d6 ⇒ 6
shadow demon 3, R. claw: 1d20 + 11 + 2 + 1 ⇒ (6) + 11 + 2 + 1 = 20 shadow demon 3, R. claw damage: 1d6 ⇒ 5 shadow demon 3, R. claw cold damage: 1d6 ⇒ 5
shadow demon 3, haste bite: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 24 shadow demon 3 haste bite damage: 1d8 ⇒ 4 shadow demon 3 cold damage: 1d6 ⇒ 5

shadow demon 4, bite: 1d20 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17 shadow demon 4, bite damage: 1d8 ⇒ 1 shadow demon 4, bite cold damage: 1d6 ⇒ 2
shadow demon 4, L. claw: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 24 shadow demon 4, L. claw damage: 1d6 ⇒ 4 shadow demon 4, L. claw cold damage: 1d6 ⇒ 4
shadow demon 4, R. claw: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27 shadow demon 4, R. claw damage: 1d6 ⇒ 5 shadow demon 4, R. claw cold damage: 1d6 ⇒ 3
shadow demon 4 haste bite: 1d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31 shadow demon 4, haste bite damage: 1d8 ⇒ 4 haste bite cold damage: 1d6 ⇒ 4


Nalfeshnee condition:
73/231, crushing despair

Shadow demon 1:
42/59, deafened

Shadow demon 2:
43/59, deafened

Liberty's Edge

Male Human Commoner 2

WuRa:

Perception 1d20 + 25 ⇒ (8) + 25 = 33

The critter notices Rafael's approach, but not before Wu gets into position to charge. I'll let Wu get in the charge on the surprise round, and then we'll go by initiative for after that.

Initiative
Rafael 1d20 + 17 ⇒ (8) + 17 = 25
Wu 1d20 + 15 ⇒ (10) + 15 = 25
Critter 1 1d20 + 7 ⇒ (13) + 7 = 20
Critter 2 1d20 + 7 ⇒ (5) + 7 = 12

So Wu gets his charge, then Rafael goes, then Wu goes, then the critters.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM & Rafe:

Partial charge for pummeling charge, dragon style, power attack
to hit: 1d20 + 27 ⇒ (12) + 27 = 39 damage: 2d8 + 55 ⇒ (3, 7) + 55 = 65
to hit: 1d20 + 27 ⇒ (18) + 27 = 45 damage: 2d8 + 55 ⇒ (3, 2) + 55 = 60
to hit: 1d20 + 22 ⇒ (19) + 22 = 41 damage: 2d8 + 55 ⇒ (4, 3) + 55 = 62
to hit: 1d20 + 22 ⇒ (7) + 22 = 29 damage: 2d8 + 55 ⇒ (5, 2) + 55 = 62
to hit: 1d20 + 17 ⇒ (14) + 17 = 31 damage: 2d8 + 55 ⇒ (5, 3) + 55 = 63
to hit: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 2d8 + 55 ⇒ (6, 3) + 55 = 64
to hit: 1d20 + 12 ⇒ (4) + 12 = 16 damage: 2d8 + 55 ⇒ (3, 2) + 55 = 60

confirm: 1d20 + 26 ⇒ (14) + 26 = 40 damage: 2d8 + 55 ⇒ (4, 7) + 55 = 66
damage: 2d8 + 55 ⇒ (1, 2) + 55 = 58
damage: 2d8 + 55 ⇒ (5, 3) + 55 = 63
damage: 2d8 + 55 ⇒ (4, 5) + 55 = 64
damage: 2d8 + 55 ⇒ (2, 2) + 55 = 59
damage: 2d8 + 55 ⇒ (2, 5) + 55 = 62

Target AC----Damage Inflicted

AC<= 24 = 748
AC<=29 = 622
AC <=31 = 496
AC <=39 = 365

Higher than that seem unlikely.
Target needs to make a DC 29 fortitude save or be stunned for 1d4 ⇒ 2 rounds, if it makes it, target is staggered for that long.

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM and Lady Drow:
Valgrim has Greater Energy Resistance- Sonic on his armor right now. Absorbs first 30 of each attack
WIL: 1d20 + 24 + 7 - 4 ⇒ (16) + 24 + 7 - 4 = 43
Valgrim takes the negative damage and unleashes holy terror on the closest foe-
Falchion+PA: 1d20 + 36 ⇒ (6) + 36 = 42..DMG: 2d8 + 35 ⇒ (8, 7) + 35 = 50Holy: 2d6 ⇒ (5, 1) = 6
Falchion+PA: 1d20 + 31 ⇒ (14) + 31 = 45..DMG: 2d8 + 35 ⇒ (1, 1) + 35 = 37Holy: 2d6 ⇒ (4, 1) = 5
Falchion+PA: 1d20 + 26 ⇒ (13) + 26 = 39..DMG: 2d8 + 35 ⇒ (7, 2) + 35 = 44Holy: 2d6 ⇒ (3, 3) = 6


GM & Wu:

Rafael moves until he sees a creature and attacks if he can reach one.

Actions-Free-activate haste. Swift- enter Crane Stance. Move- move up to 60' to a creature. Standard- attack using Power attack, Combat Expertise, and fighting defensively. If I can't reach a creature in a single move, then my Standard will be to go Total Defense. I will be assigning Crane Wing to creature I attack.

attack 1d20 + 35 ⇒ (14) + 35 = 49
damage 1d8 + 29 ⇒ (8) + 29 = 37

Status-
AC-57
hp-203/203
status- hasted, Crane Stance

Liberty's Edge

Male Human Commoner 2

PhaVa:

The shadow demonss bite and claw at the Banshees, who largely ignore them in favor of harder targets.
Valgrim's blows connect, but the creature's ethereal nature reduces their effectiveness.
The western Banshee slashes at Valgrim once again 1d20 + 25 ⇒ (16) + 25 = 41 for 14d6 ⇒ (1, 1, 5, 6, 1, 2, 2, 2, 3, 5, 5, 4, 4, 5) = 46 negative damage and terror. Displacement miss roll 1d100 ⇒ 3 Miss due to displacement! It then attempts to use its mythic power to do another swift shout for 5d6 ⇒ (1, 4, 2, 4, 6) = 17 in that same cone. Pharnmournx's attempt to counterspell fails against CL 14.
The eastern Banshee repeats the attack on the Nalfeshnee. 1d20 + 25 ⇒ (10) + 25 = 35 for 14d6 ⇒ (4, 2, 4, 2, 3, 5, 4, 3, 6, 2, 5, 1, 1, 2) = 44 negative damage and terror. It then attempts to use its mythic power to do another swift shout again, but the Nalfeshnee counters it.

Liberty's Edge

Male Human Commoner 2

WuRa:

The creature lashes out at a stinger with Wu as he charges forward 1d20 + 20 ⇒ (18) + 20 = 38, but misses. (Combat Reflexes)

Wu pummels the creature into a fine green, blue, and red pudding filled with multicolored eyes.

Rafael watches, readying himself against attack.

Another of the creatures emerges from the east and prepares an action.

Map.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Rafe&GM:
"Ok, got mine. You want that one? I would not deny you your glory. " and he will move down to L10 to prepare to charge again if necessary.


GM & Wu:

Rafael charges forward against the other creature.

"I doubt I'll hit it as hard as you did." He says to Wu as he charges by.

Actions- Free- activate haste (5/10). Swift-activate greater heroism (9/30). Full round- charge, using Combat Expertise, Power Attack, Stunning Assault, and fighting defensively. Assign Crane Wing to this one.

charge att 1d20 + 38 ⇒ (9) + 38 = 47
damage 1d8 + 29 ⇒ (7) + 29 = 36 + DC29 Fort save or be stunned for 1 round.

Status-
AC-53 (before I attack-44)
hp-203/203
status- hasted, greater heroism, Crane Stance.

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