Ascension - Mageocracy

Game Master bbangerter

Pit


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HP 37/48 KILLED IN ACTION Human Undead Lord 6

readied attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 ⇒ 5

will save: 1d20 + 8 ⇒ (18) + 8 = 26


Moving around the south corner Ian sees another half-orc finish climbing to the roof of one of the homes. N43 - this is the one Tomlin stabbed at the beginning of the fight.

Ian still has 15' of movement left.

Tavrus bolt pierces the defenses of the other half-orc as he flies across the alleyway. Tavrus still takes a -2 to saves for one round.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian heads back towards Tavrus.

"'Nother one climbin' the roofs!"


no change to the map. Tomlin and serelina are up. Tomlin is still sickened, serelina is not


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Assuming Tomlin believes that he still has cover and/or concealment against all known adversaries he will again just stay put and hidden in the square he's end. This spell can end any time now....


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina turns her flight into a climb and swerves trying to spot an enemy to return fire upon.

Ending up about 15' above the roof in E-44. Do I see anyone besides the lone wounded half orc? If not, she will hit the half-orc with misfortune. (DC 19 Will)


Serelina Bellafini wrote:


Ending up about 15' above the roof in E-44. Do I see anyone besides the lone wounded half orc? If not, she will hit the half-orc with misfortune. (DC 19 Will)

There are two half-orcs currently in view. One at G37, who hexed Tomlin and Tavrus and is flying. One at N43, which is the one Tomlin wounded previously.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

After moving, Serelina gives her foes a dose of their own medicine and tosses a rotten egg towards the flying half-orc.

Cast stinking cloud centered at the intersection of F38 and G39 so that it does get both orcs but not Tavrus. DC19 Fort Save.


That won't hit the second half-orc. N43 is to far south.


Waiting on enemy actions


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Sorry, had map wrong... I will cast it at the intersection of O44 and P43 then.


Okay. Fixed the position of the cloud. Enemy moves, then guards, then enemies again.

Tomlin is no longer sickened.


Fort save d20 + mods = 19

Round 5
The one remaining grunt guardsman heads north past Ian to try and get into a position to launch arrows to cover Serelina and Tavrus. Then from her position Serelina can see four more guardsmen coming down the narrow alley to the west. Three in chain shirts and one in a breastplate. The closest two draw longswords as they come charging down the alley, while the back two pull out longbows.

A moment later a thin wiry man without armor or weapons jumps the gaps between rooftops. Ending in D33

Half-orc in the stinking cloud is up, then Tavrus.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian will most likely continue trying to regroup with Tavrus, when his turn is up.


The half-orc comes charging out of the stinking cloud, his movements accelerated, leaping across the gaps in the buildings to stop in the center building surrounded by everyone. I47

He lets out a curse, a holy symbol on his chest glowing briefly. "You bunch of lilly livered, milk drinking, sons of udderless goats can all rot in the deepest, darkest pits of Hell!"

The force of words leaves each of you feeling shaken and a wave of burning heat washes over you.

Each of you takes 10 points of fire damage.
Each of you needs to make a DC 16 reflex save or catch on fire (Tavrus and Tomlin are both at -2 to saves

Intimidate roll d20 + mods = 34
Everyone is shaken for 3 rounds each, and will suffer a -2 to attacks, saves, skill checks, ability checks (the -2 doesn't count against the reflex saves needed right now).
Edric is immune to the shaken condition, but takes the normal fire damage.

Also forgot to add that the priest of Nethys is no longer sickened.

Serelina:

He cast blistering invective.

Tavrus is up, will get a new map up tonight


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

1d20 + 3 ⇒ (6) + 3 = 9


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

Obviously a different action than what I predicted for Ian :)


HP 37/48 KILLED IN ACTION Human Undead Lord 6

some questions: isnt I47 on a roof, so some of us should get cover from the fire attack? Do i get a ref save vs the fire, that wasnt clear in your post. or is it only vs catching on fire?

ref: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
ref: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8


No save vs the initial damage.
Because intimidate does require line of sight I've asked for clarification on where he wants to stand. I'm assuming he is going to move north one more square, which will leave Ian and the priest of Nethys out, but still catches everyone else at that point.

For those on fire, you will take 1d6 points of damage each round. After which you get a new reflex save each round for the fire to go out. You can spend a full round action rolling on the ground to get a +4 to the save. The fire is considered ongoing damage and will force a concentration check on any spell casting. DC 10 + damage taken.

Fire damage to Tavrus: 1d6 ⇒ 1
Fire damage to Edric: 1d6 ⇒ 5

Updated map


HP 37/48 KILLED IN ACTION Human Undead Lord 6

also (not to draw my turn out any further) is the height of these buildings taken into account on the range of that spell? I'm at 25 ft away from him, assuming we were on the same level, which we arent. He is 5ft above the roof. if that building is 15ft tall or more, i would be outside of 30ft from him.

not trying to be unduly argumentative or contrary, but that spell sucks to get hit by so i'd prefer to avoid it if possible.

concentration: 1d20 + 9 ⇒ (11) + 9 = 20 vs DC 11

Tavrus casts Resist Energy: Fire

"Bash that door down!" Tavrus commands of Edric.

looking to have Edric beat down a door to give Tavrus a place to catch a breather and limit the angles from which he can be attacked. Hopefully the home will have some water as well.

Tavrus has a move action remaining, and which way he goes is contingent upon whether Edric succeeds in breaking down a door.

edric ref save vs fire: 1d20 ⇒ 14
tavrus ref save vs fire: 1d20 ⇒ 3


10' height on the buildings. You were at the edge of the range.

The door is flimsy, and Edric easily knocks it open.
Did you want a door to the north of you? Or a door going under the building the half-orc is standing on. Either is available.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"which will leave Ian and the priest of Nethys out", let me know if Ian got hit or not, once sir half-orc responds


Half-orc moved forward to H47, so Ian in unaffected.

As Tavrus ducks inside a building with Edric standing at the door the flying half-orc matches Serelina's altitude and moving towards her. The eyes of his leather mask glowing red as he does so.

Moved to D40. Serelina needs to make a will save or be slumbered. She is currently at a -2 to saves.

Tavrus evil eye effect fades from him.
Still need a reflex save from Tomlin, though I'm going to grant a circumstance bonus of +2 given your position of trying to stealth against the wall, which counteracts the negative you have from evil eye.

Ian is up. Then enemies, then Serelina and Tomlin.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Will: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18

So, maybe purposefully not taking the slumber hex as lame/too powerful might not have been the best idea in a PvP campaign, eh?


Serelina drifts downward in a deep slumber.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin Reflex save vs. Half-Orc.....rant 1d20 + 11 ⇒ (12) + 11 = 23

-2 for Evil Eye cancelled out by +2 for Stealth


HP 37/48 KILLED IN ACTION Human Undead Lord 6

the one south is fine. Once inside I will look about for windows that might let me see the street-level scene, as well as stairs and doors.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian will run north then west to rejoin Tavrus unless he spots an enemy he can attack before then. Likely spotting the bashed in door and heading inside.


GM Ascension wrote:


For those on fire, you will take 1d6 points of damage each round. After which you get a new reflex save each round for the fire to go out.

Correction on this. Saving throw first, then fire damage if the save is failed.

Inside the small home smells of urine and liquor. The home contains a few meager belongings, and a single dirty window on each of the north and south walls allows in some light and a view of the narrow streets outside.

As Ian makes his way into the alley a disembodied voice above the heads of Tomlin and Ian calls out, "Bolas de Fango del vientre-slivered!"

Serelina and Tomlin are up.
Serelina needs to make the reflex save or take 1d6 ⇒ 1 fire damage. She is effectively 0 dex right now so has a net -5 to her saving throw, meaning she needs a 20 to make it. Which incidentally is going to work to your advantage as a failed save will allow the fire damage to wake her and allow her to take her full actions.

Serelina is prone, but also flying, flying characters cannot actually be prone so she does not need to take a move action to stand up.

Map


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Just want to make sure I understand the scene. The half-orc who cursed at us is on the roof of the building that Tavrus is in. The half-orc that hexed Serelina is flying, also at about roof level. The only other enemy Tomlin can see is at D33 and also on a rooftop. Finally, because Tomlin made his reflex save he takes no damage from the cursing spell. Let me know where I'm wrong.


The half-orc that cursed Serelina rose up to her level before slumbering her, so is 25' over the ground (or 15' over the rooftops). Tomlin takes the 10 damage (no save on that) but did not catch on fire. Other details are correct.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Seeing Serelina go limp in mid-air, Tomlin streaks out from the shadows with a burst of speed. As he closes in on the flying half-orc's position he lets loose with the poisoned shuriken in hopes of bringing the half-orc down.

Move action, plus burst of speed via Ki to get to E40. Then throw Shuriken at flying half-orc. Should be at 30 feet for sneak attack assuming half-orc didn't spot me before.

Attack vs flatfooted AC 1d20 + 11 ⇒ (7) + 11 = 18

Damage, if hits 1d2 ⇒ 2 + 3d6 ⇒ (4, 4, 5) = 13 + 3/rnd bleed + DC 13 Fort or unconscious


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Ref: 1d20 ⇒ 9

Serelina flies up, drawing her dagger, and directly towards the masked half-orc while casting a spell at him.

Hold person DC18. If she can get a 5' step away she will hoping he fails his save and she can coup de gras him.


As Serelina rises into the air again, heading towards the flying half-orc a sudden burning pain in her shoulder greets her and a man in wicked looking spiked armor, with gauntlets ending in metal claws dripping with acid, appears standing next to her. D44

AoO from invisibility. d20 + mods = 30
Damage d4 + mods = 12 + d6 (acid) + mods = 4 total 16. (Damage might be 2 less, double checking something with the player).

Continue with the same course of action or change plans?
Tomlin may also alter his plans if he wants as Serelina goes before him in init.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Actually, continue to be 5' away and cast hold person on him instead.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

D44 appears to be on the roof of a building. Assuming that is correct, Tomlin will keep his originally posted action.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Fire: 1d6 ⇒ 1


Correction Edric's fire damage taken, as he is immune to the intimidate, he did not take any fire damage, or catch fire. Edric is still at full health.

Tomlin rushes forward, hurling a shuriken at the flying half-orc and scoring a hit.

Fort save d20 + mods = 18
He is now bleeding for 3/round
Also, only moved you to G43, that was 20' of normal movement + 20' more of ki speed movement, unless I missed something else also increasing your movement further?

The man in spiked armor appears standing over Serelina, a clawed hand gouging into her abdomen.

CdG, damage 2d4 + mods + 1d4 acid = 22 damage.
Serelina needs to make a nat 20 fort save or die.

Round 6
The guards to the west rush forward, the lead two heading into the south alley where the fighting is taking place, while the back two fire bows at the flying half-orc.
d20 + mods = 12, 6

The other guardsman, his clothes burning, drops to the ground and rolls around to douse them.
Reflex save d20 + mods = 17

The priest of Nethys, braving the noxious fumes dashes through them and points her finger at Serelina's assailant while her holy symbol flashes.
Fort save vs stinking cloud d20 + mods = 19

On the western most buildings the man standing on the rooftop begins casting another spell.

The other half-orc is up, then Ian and Tavrus/Edric
Tomlin and Tavrus make new reflex saves, DC 15, or take 1d6 fire (Tavrus of course has resist fire going)

Map so far, but the half-orc will likely move


HP 37/48 KILLED IN ACTION Human Undead Lord 6

ref: 1d20 ⇒ 17

the damage wont beat out his resist, but hopefully the burning will end?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Death: 1d20 ⇒ 6


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin's Reflex Save 1d20 + 11 ⇒ (5) + 11 = 16


The flames on Tavrus go out.
Tomlin was never on fire.

The priests magic takes hold of the armored hulk and his limbs seize up. He stands there like a statue, unmoving.


The half-orc takes a running jump across to get near his ally, then turns and hurls something at the ground between Tomlin and the sergeant. A thunderclap fills the air when it strikes the ground.

Tomlin needs to make a DC 15 fort save or be deafened.
Tavrus also needs to make the save, but gets a +5 due to the intervening wall.
Priestess of Nethys fort save d20 + mods = 10

Ian and Tavrus are up.
Will update the map tonight if needed, but only change is the half-orcs location from G47 to E43


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Fort Save for Tomlin 1d20 + 5 ⇒ (16) + 5 = 21

@Ian and Tavrus: Could use some support out here. Ian I think has a bow, that would be handy. They'll try everything to stop it, but I'm hoping the armored guy keeps failing his save and I can CdG him.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Alright

Ian sheathes his Bardiche and draws his Composite Bow.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

Tavrus will go to F46, channel and exclude Tomlin, Ian and the Guard-cleric to the south.

negative: 3d6 ⇒ (5, 4, 2) = 11
DC 19 Will halves


Still need a fort save from Tavrus against the thunder stone.
Enemy is up.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

fort: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22


Will saves vs channel: d20 + mods = 19, 29

As Tavrus channels a ugly looking gnome appears floating above his head. He flails at Tavrus with with feet, kicking him in the jaw and around the ears rapidly.

Attacks: d20 + mods = 19, 27, 21, 29 (crit confirm 12, failed), 17.
Damage: 6, 11, 9, 10, 7. Total 43.

The blows knock Tavrus to the ground unconscious.

The flying half-orc taunts Tomlin as he casts a spell at him. "Your companions are weak. Join us or die. Either way, you shall not hide from my all seeing eyes!"

Concentration check from ongoing bleed damage. d20 + mods = 26

A glittering explosion of light surrounds Tomlin and the priest of Nethys.

Each needs to make a will save dc 18 or be blinded. Priest d20 + mods = 16

Tomlin is up

Map


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Save vs. Blindness 1d10 + 6 ⇒ (8) + 6 = 14

EDIT: wait, wait, wrong dice again 1d20 + 6 ⇒ (11) + 6 = 17

And it doesn't matter....sigh. Glitter Dust is a 2nd Lv spell, which means the half-orc has as +6 ability modifier to the DC. Ridiculous.

Steps from the wall, Tomlin focused on rapidly ascending the wall and hopefully ending at the least the threat of the paralyzed thug. Just as the Halfling was about to make his move, disaster struck. He watch out of the corner of his eye in shock and Tavrus crumpled to the ground, then turned back to wall only to have a scintillating blast of flashing lights tear all vision from him.

So...yeah. We're screwed. Pretty much out of ideas myself. @GM: Could Tomlin still attempt to climb the wall and the following round CdG the armored guy now that he's blinded?

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