Ascension - Mageocracy

Game Master bbangerter

Pit


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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 examines the area once more for any other clues, then heads deeper into the sewers, generally taking whichever path has the fewest rats. (unless someone stops him or advises a different plan).


Ian leads the way down the other passage from the room with the symbols, taking the group past the woman's lair.

A couple of wrong turns are quickly aborted as the presence of rats gives clue to being the wrong way to go.

The group soon finds itself in a chamber that stretches into the darkness. A sickly pool of sewage fills the center of the chamber, while a 10' wide walkway skirts around it. A number of passages other than the one entered by branch off this chamber.

In the pale light of Serelina's light spell is seen a ripple moving from somewhere near the center towards the closest edge of the walkway, though nothing surfaces or comes into view. It slaps against the edge of the stone.


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 looks up around the ceiling, slowly taking his greatsword off his back and unsheathing it. "We're close." He starts walking slowly along the 10' wide walkway, sword in front of him.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Swords drawn, Soliel made her way in stealth behind Ian as the group crossed along the walkway. Although her attention was primarily focused on the pool, she also attempted to make note of which passages off the chamber seemed to have the fewest rats.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

"Do we want light over there?"

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

@Edmond: Being in Stealth, Soliel wouldn't answer, but I suspect Serelina would say yes


Ian moves a little ways down the walkway, the other following at varying distances.

Suddenly the water rises up near Ian in a large vaguely humanoid shape, filthy watery tendrils reaching for him.

No surprise round.
Everyone roll init.
Not sure if Serelina was in the hurricane hit areas of the country, or something else, but the player has not posted in another game we are both players for quite some time either. Botting for now, though feel free to make suggestions for her actions as usual.

Kn Planes DC 15:

This is a water elemental.

Creature init 11
Serelina Kn Planes: 1d20 + 18 ⇒ (8) + 18 = 26
Serelina Init: 1d20 ⇒ 3

Anyone beating or matching the 11 may act.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

init: 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)

Init: 1d20 + 5 ⇒ (2) + 5 = 7

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Initiative 1d20 + 7 ⇒ (9) + 7 = 16

Spotting the bizarre water creature emerging from the pool, Soliel kept in stealth and from a 30' distance began examing the creature for the best place to strike. Study Target, Rnd 1

Serelina's player was moving and wound up in a hurricane zone. Not sure about return ETA. As for Botting, the best thing Serelina can do first is to tell the party what we are up against and what can/cannot hurt it. I suspect she'd keep to cantrips to conserve spell power in hopes that the others could beat this challenge.


Soliel stays back, while the others are slow to react.

Two watery fists slam into Ian.
Attacks: 30, 30. Damage: 6, 6.

A second similar watery creature rises up next to Edmond and Serelina before Serelina finally calls out, "Water elementals. Not to dangerous if stay out of the pool."

Party is up. Edmond can 5' step to get out of reach if he wants to cast a spell without provoking. Serelina cannot.


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 turns just in time to get slammed in the chest and stomach, almost stumbling back from the force. He swings twice in retaliation.

PAtk: 1d20 + 17 ⇒ (11) + 17 = 28
Dmg: 2d6 + 18 ⇒ (1, 1) + 18 = 20

PAtk: 1d20 + 10 ⇒ (11) + 10 = 21
Dmg: 2d6 + 22 ⇒ (4, 3) + 22 = 29


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Edmond takes a step back and begins to cast, launching a bolt of fire so hot it challenges the very hells at the largest of the elementals.

woodwinds DC 15-24: 1d20 + 18 ⇒ (14) + 18 = 32

Searing Blast 1 SP for full damage, ranged touch: 1d20 + 9 ⇒ (20) + 9 = 29
fire: 9d8 ⇒ (5, 4, 2, 4, 8, 2, 6, 4, 7) = 42 technically should light him on fire but i think water elementals might not be able to be on fire? haha if they can be then it is DC 20 reflex

crit confirm? ranged touch: 1d20 + 9 ⇒ (9) + 9 = 18
extra fire: 9d8 ⇒ (4, 6, 4, 1, 1, 6, 1, 3, 1) = 27

Snake man makes an attack.

Snake man will move to melee if he can without being AoO'd. Otherwise he takes a shot with his crossbow, unless that can't be done without an AoO. If both things will provoke, then he will take a 5ft step and go total defense (towards the monster if melee is possible without swimming, otherwise away so he can get a shot off without an AoO at some point)

attack: 1d20 + 9 ⇒ (11) + 9 = 20
damage if melee: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (4, 4) = 16
damage if crossbow: 1d8 + 2 ⇒ (7) + 2 = 9

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

@GM: Without a map, it's difficult for me to know where Soliel can flank. Likewise, would like to know the results of Ian and Edmond/Snake Man's actions before deciding what she'll do.

Somewhat ditto for Serelina; suspect she'd want to conserve spell power here if possible.


Ian scores with both attacks, spraying water across the large pool. Though his weapon doesn't do quite as much damage as expected. DR on the elemental

Edmond's spell vaporizes the second elemental, a great cloud of steam dispersing through the room. While his pet moves closer to Serelina and fires its crossbow at the elemental attacking Ian, but misses.

Map

Serelina and Soliel up. Serelina is free to act without interference due to the elemental being vaporized. I'll post actions for her once Soliel acts.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Hidden from view, Soliel smiled appreciatively as the second elemental dissipated in a cloud of steam. She gauged the distance to the remaining foe fighting Ian, realizing she had no way to get there quickly or attack from advantage. She therefore sheathed one her short swords and continued examining the elemental for vulnerabilities.

Move action to put away sword, standard action study foe round 2


With no cantrips for dealing with threats, Serelina takes no action except to take a step back away from the remaining elemental.

The first elemental continues attacking Ian, scoring a single hit.
Attacks: 29, 14. Damage 11

A third elemental bursts out of the now frothing water next to Edmond wrapping a watery tentacle around him.
Grapple: 32

Three revolting creatures that look like a horned frogs with a wide, toothy mouths come flying across the water from the darkness. Two stop far out over the pool as magic swirls around them, chains of darkness fly from them towards Edmond and Ian.
Each must make a DC 17 will save or be paralyzed. If the save is failed a new save may be attempted as a full round action each turn.

Spellcraft DC 19:

Hold monster

Serelina Kn Planes: 1d20 + 18 ⇒ (16) + 18 = 34
"Lesser ceustodaemons. They are resistant to all but good or silver weapons, and are immune to quite a large number of magical effects intended to kill or incapacitate them. They can also breath a cone of frost. They prefer to fight in total darkness, and can dispel magic."

As the fight goes on, Serelina continues to speak, detailing strengths and weaknesses. "Resistant to most forms of energy attacks, able to both hold and slow opponents with magic, and use dimension door at will. They are a personification of death by suicide, and summoning such creatures requires" Serelina actually goes a bit paler, "usually requires tricking or manipulating another into killing themselves."

"But the water elementals... they have no particular affinity for elementals, there must be more going on here than we can presently see."

Party is up
Map


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)

Will: 1d20 + 11 ⇒ (6) + 11 = 17
IronWill: 1d20 + 11 ⇒ (6) + 11 = 17

Welp


That makes the save Ian, you may act.


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)

OH woops, ok ignore the use of Iron Will

Ian keeps swinging and thrusting with his greatsword, trying to hack the elemental into watery chunks.

PAtk: 1d20 + 17 ⇒ (18) + 17 = 35
Dmg: 2d6 + 18 ⇒ (3, 6) + 18 = 27
PAtk: 1d20 + 10 ⇒ (3) + 10 = 13
Dmg: 2d6 + 22 ⇒ (2, 6) + 22 = 30

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Soliel stifled a curse as the daemons came into view. She deeply disliked foes getting the drop on her, and Serelina seemed to be insinuating that the presence of elementals meant more surprises awaited. Seeing Ian and Edmond handling the elementals, she turned her attention to the newcomers.

With a flick of her hand she pulled forth a packet of sticky, silvery paste that she applied to the hand crossbow bolt she had out. The tiefling then took aim at one daemon....

Move action to draw a silver weapon blanche and standard action to apply it to her hand crossbow bolt. Remaining in stealth.

Not clear from Serelina's info if she would see the Ceustodaemons as particularly powerful or not. If so, recommend she use some spell power now. Stinking Cloud or Fireball maybe if she could get multiples (and not resistant), or Summon Monster III perhaps.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

dc 17 will: 1d20 + 9 ⇒ (9) + 9 = 18

as far as grapple goes, i assume that it provokes no AoO or hits the initiating attack?

concentration DC 27, cast while grappling: 1d20 + 15 ⇒ (14) + 15 = 29 success
perform DC 15-24: 1d20 + 18 ⇒ (1) + 18 = 19 success

spending 1 SP, lasts 4 minutes, and I am using Flicker+Diffuse Body

Flicker+Diffuse Body:
Flicker (light)

You may create bright light that partially assimilates a glowing creature, allowing them to momentarily shed their physical form. A creature under this effect can choose to move through solid objects as long as there are no factors that block normal sight (such as concealment from darkness or fog). This allows them to pass through transparent barriers like glass or through impossibly small gaps (such as a keyhole).

Diffuse Body

Your Flicker talent becomes more nuanced and refined. Rather than allowing someone to simply turn into a single body of light, you give them the ability to split themselves into multiple reflections. When a creature under the effects of your Flicker takes a move action, they may choose to move in two separate directions and end their move in two different locations. When they take their next action or the next time they are attacked or targeted at one of these locations, whichever is sooner, they must decide which of these positions they are actually in.

Edmond glows like a candle and splits into two bodies of light that move in opposite directions to escape the creature's grasp. assuming it takes an AoO, I will choose to be in the other location before continuing to move

Snake-man takes a step back to avoid AoOs and turns black as it flings a bolt of negative energy at the nearer of the two distant foes.

ranged touch: 1d20 + 7 ⇒ (7) + 7 = 14
negative energy: 2d6 ⇒ (2, 6) = 8
DC 14 Fort save or Sickened


My mistake, Edmond should have gotten an AoO. Go ahead and take that now as well.

I'm unclear what your new location would be Edmond.

Ian hits once, delivering a heavy blow to the elemental.

Edmond escapes the grapple as his body turns to pure light for a moment, then launches a bolt of darkness at one of the daemons.

Will save: 28

Soliel prepares her weapon.

Serelina mutters, "Resistant to fire." before casting a magic missile targeting the same one as Edmond.
Missiles: 4d4 + 4 ⇒ (1, 2, 1, 3) + 4 = 11

The elemental near Ian continues to attack.
Attacks: 29, 32 (threatened crit 21). Damage 10, 13

With Edmond escaped the other one moves towards the snake-man and attack.
Attack: 13

The daemons fly in closer, one activating another spell like ability as foggy tendrils wrap around Ian, Serelina, and the snake.
Each needs to make a DC 15 will save or be slowed.

Another flies near Ian and opens its mouth spewing forth a breath of icy cold wind.
Ian, Serelina, Snake: 23 damage each, DC 17 reflex for half.

It also catches the elemental in the icy breath, destroying the creature.

The last points a clawed hand at Edmond, the light around Edmond winking out.
Dispel magic dispel roll: 24. Edmonds highest level spell is dispelled. Is the flicker+diffuse considered one effect here?

Party may act


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 is pushed back, nearly stumbling, by the constant pummeling of the elemental.

"If they wanted to wear us down, it's working," he shouts over the fray.

Will: 1d20 + 11 ⇒ (9) + 11 = 20
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

He's still breaking free of the foggy tendrils when the blast of cold wind hits him, this time knocking him to one knee.

"I can't keep this up!"

Did the elemental by Ian just die? If so, he'll move over in front of Serelina and ready an attack for anything that comes near.


Yes, the one next to Ian is dead. The third one is now near Serelina and the snake man.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Taking aim at the injured daemon, Soliel launched a crossbow bolt at its neck, hoping to puncture a major artery. As soon as the bolt was loosed, she stepped back and reloaded her hand crossbow while re-cloaking herself into her surroundings.

Standard action sneak attack on the daemon Serelina/Edmond attacked, then 5ft step south, then move action reload crossbow. Will also re-enter Stealth using Hellcat Stealth

Sneak Attack on Daemon vs FF AC 1d10 + 13 ⇒ (2) + 13 = 15

Damage, if hits 1d3 + 5d6 ⇒ (2) + (3, 3, 3, 4, 6) = 21 Bypasses Silver DR and add 5/rnd Bleed

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Rolled Wrong To Hit Dice 1d20 + 13 ⇒ (19) + 13 = 32


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)

Oh, assuming I can take a swing at it now that I'm over there then?

Patk.Vstrike: 1d20 + 17 ⇒ (7) + 17 = 24
Dmg: 4d6 + 22 ⇒ (1, 6, 2, 1) + 22 = 32


As Ian closes on the last elemental it takes a swipe at him.
Attack: 19

He slams his blade into it, shearing off, at least temporarily, a portion of the creature, which then reforms though the damage is done.

Serelina Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
Serelina Reflex Save: 1d20 + 2 ⇒ (20) + 2 = 22

Soliel catches the daemon closest to her by surprise, and it begins dripping black ichor into the now churning waters.

Serelina Defensive Casting: 1d20 + 15 ⇒ (9) + 15 = 24
The group is invigorated as they feel their muscles energized and their reflexes quickened.
Everyone is affected by haste. If anyone fails a save vs slow the haste and slow negate each other.

Edmond is still up
Map


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

flicker+diffuse is one effect. A dispel roll of 24 is that the CL that is dispelled? Or is ir 15+CL or what? Probably dispelled but just wondering for clarity. As for my position i have no idea either i cant see the map.

woodwinds DC 15-24: 1d20 + 18 ⇒ (20) + 18 = 38

confirm, ranged touch: 1d20 + 9 ⇒ (20) + 9 = 29
extra fire: 9d8 ⇒ (6, 4, 2, 1, 6, 1, 5, 3, 3) = 31 on fire unless DC 20 reflex

Searing Blast 1 SP for full damage, ranged touch: 1d20 + 9 ⇒ (16) + 9 = 25
fire: 9d8 ⇒ (4, 5, 1, 3, 2, 6, 8, 2, 1) = 32

Snake man makes an attack.

Snake man will move to melee if he can without being AoO'd. Otherwise he takes a shot with his crossbow, unless that can't be done without an AoO. If both things will provoke, then he will take a 5ft step and go total defense (towards the monster if melee is possible without swimming, otherwise away so he can get a shot off without an AoO at some point)

attack: 1d20 + 9 ⇒ (19) + 9 = 28
damage if melee: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (1, 3) = 11
damage if crossbow: 1d8 + 2 ⇒ (1) + 2 = 3


Edmond, dispelled as per dispel magic.
I also need a reflex DC 17 save for half damage on the 23.
And a DC 15 will save vs slow. Success means you are hasted, failure means you are at normal speed.
Who are you targeting with woodwinds? The elemental, or a daemon?

Snake man strikes the remaining water elemental.


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)

When Ian is up, he'll attack the water elemental.

PAtk: 1d20 + 17 ⇒ (18) + 17 = 35
Dmg: 2d6 + 18 ⇒ (2, 5) + 18 = 25
PAtk: 1d20 + 10 ⇒ (6) + 10 = 16
Dmg: 2d6 + 22 ⇒ (2, 3) + 22 = 27


Will have Edmond target the southern most daemon.
Edmond Reflex Save: 1d20 + 8 ⇒ (4) + 8 = 12
Edmond Will Save: 1d20 + 9 ⇒ (11) + 9 = 20

Despite natural resistance the daemon has to fire, the creature falters, then plunges into the slimy water.

The elemental lashes out at Ian again.
Attacks: 13, 24

And the remaining daemons move in closer, the first releasing another blast of magic.
Everyone needs to make a will save or lose their haste effect. DC 15

Edmond Will Save: 1d20 + 9 ⇒ (11) + 9 = 20

The second lets loose a breath of freezing cold air.
Everyone takes 21 cold damage, DC 17 reflex save for half.

The blast of cold destroys the water elemental.

The water surges upwards, rising to wash across the walkway covering feet, and continuing to rise.
All movement is now considered difficult terrain.

Party is up

Photobucket is down, no map.
Ian could move north along the walkway to reach 1 of the daemons. Or 5' step into the deeper part, full attack, and make a swim check to stay afloat.


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)

Totally missed the haste effect, woops

Last round's haste attack:
PAtk3: 1d20 + 17 ⇒ (10) + 17 = 27
Dmg3: 2d6 + 22 ⇒ (4, 4) + 22 = 30

Ian goes after the nearest demon, stepping into the deep.

Will Save: 1d20 + 11 ⇒ (7) + 11 = 18
Ref Save: 1d20 + 6 ⇒ (14) + 6 = 20

PAtk1: 1d20 + 17 ⇒ (5) + 17 = 22
Dmg1: 2d6 + 18 ⇒ (5, 5) + 18 = 28
PAtk2: 1d20 + 10 ⇒ (11) + 10 = 21
Dmg2: 2d6 + 22 ⇒ (4, 4) + 22 = 30
PAtk3: 1d20 + 17 ⇒ (8) + 17 = 25
Dmg3: 2d6 + 22 ⇒ (5, 1) + 22 = 28

Swim Check: 1d20 + 3 ⇒ (17) + 3 = 20


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

reflex: 1d20 + 9 ⇒ (6) + 9 = 15

as there is no map, who is left among the enemies and what is going on?

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

Reflex Save 1d20 + 14 ⇒ (15) + 14 = 29

Because of Evasion she takes zero

@GM: did you remember the 5pts of Bleed for the Daemon? If my count is correct, the only enemies left are 2 Daemons prior to Ian's last attacks. Not sure if any of those left are the one bleeding. I'd like to hold on Soliel's action until Ian and Edmond's actions resolve.


The one that was bleeding is the one Edmond finished off.

Ian steps into the smelly rising waters, hacking away at the closest daemon, tearing chunks of flesh off of it, though his weapon does not pierce as easily as he expects.

Map

Ian is now one step to the north on the map

2 daemons left. Water levels rising above normal.


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 does the same thing again, then 5' steps back onto solid ground (for however much longer that lasts...)

PAtk1: 1d20 + 17 ⇒ (16) + 17 = 33
Dmg1: 2d6 + 18 ⇒ (5, 5) + 18 = 28
PAtk2: 1d20 + 10 ⇒ (9) + 10 = 19
Dmg2: 2d6 + 22 ⇒ (6, 6) + 22 = 34
PAtk3: 1d20 + 17 ⇒ (2) + 17 = 19
Dmg3: 2d6 + 22 ⇒ (4, 3) + 22 = 29

Swim check if needed
Swim Check: 1d20 + 3 ⇒ (5) + 3 = 8


Still need actions from Edmond/Soliel before Ian attacks again. I'll bot Edmond tonight if he is unable to respond.

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

@GM: do you mean the water level overall is rising, or just for Ian?

Soliel eyed the water level while again seeming to appear out of nowhere to fire a hand crossbow bolt at one of the foes. Just as quickly she vanished again, reloading her hand crossbow while taking a step forward.

Sneak Attack on the dameon NOT next to Ian. Then reload crossbow and 5' plus re-enter Stealth

Sneak Attack 1d20 + 13 ⇒ (4) + 13 = 17

Damage, if hits 1d3 + 5d6 ⇒ (3) + (1, 6, 6, 3, 2) = 21 + 5/rnd Bleed


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Edmond backs up to the highest ground he can find. He then shoots a searing lance of flame at the farthest of the demons.

woodwinds DC 15-24: 1d20 + 18 ⇒ (5) + 18 = 23

ranged touch: 1d20 + 9 ⇒ (14) + 9 = 23
fire: 9d8 ⇒ (5, 4, 8, 7, 2, 1, 8, 5, 3) = 43 on fire unless DC 20 reflex

Snake man makes an attack.

Snake man will move to melee if he can without being AoO'd. Otherwise he takes a shot with his crossbow, unless that can't be done without an AoO. If both things will provoke, then he will take a 5ft step and go total defense (towards the monster if melee is possible without swimming, otherwise away so he can get a shot off without an AoO at some point)

attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage if melee: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (6, 1) = 11 the 2d6 is negative and dc 14 fort or sickened
damage if crossbow: 1d8 + 2 ⇒ (7) + 2 = 9


The rising water level is occurring throughout the area.

With Edmond and Soliel adding their attacks to Ian's, the second daemon drops lifeless into the pool.

Serelina delays her actions.

The remaining daemon stays out of melee range, but breathes another cone of frost at Ian and those nearby.
17 cold damage, DC 17 reflex save for half. Soliel is out of range.

The water rises another 2', reaching above Ian's knees.
And likewise on other characters depending on their height.

Party is up


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 + 6 ⇒ (5) + 6 = 11

"I'm in bad shape. Is that a way out?" Ian shouts down towards Edmond and Soliel.

He looks back the way they came, clearly thinking of making a run for it, but then he sees Serelina still standing there in the water and chooses to stay by her side. "They ain't bringing my old ass back again, so if this is it, just wanted to say it's been an actual honor working with you Ms. Bellafini. I mean that. You're a scary b+&#&."

that's my turn

Dark Archive

Female Tiefling AC 22 (31), Hp: 64/76, Att +12/+7 (+16/+11) and +12, Dam 1-6+6/+9 (SA), F+8, Ref+15 (+18), Will +6, Stealth+37, Perception+17 Alchemist//Rogue 4/4

@GM: Are you tracking on Serelina's current hp's? Looks like she has 49hp's at max, and she's taken cold breath weapon attacks of 23, 21 and 17 (61 total). The DC for each of these was 17 and her Reflex save is +2, meaning she likely failed a few or all. Not trying to make a bad situation worse but Ian might not be the only one in rough shape...

Soliel let loose her loaded crossbow bolt at the last remaining daemon, before scowling and cursing something particularly vile in Infernal. She darted north towards the rest of the group. Yes, it is a way out! We came from there. Flee you fools! Unless you wish to whisper niceties to each other as ice blocks in the sewer for all eternity! Her comments were directed clearly at Ian and Serelina, and just as she said them she realized how she had addressed a Master-To-Be. Chagrined, she added, Ma'am, I apologize, but you and he need to leave. Now. Let the halfling and I finish this thing off.

Sneak Attack 1d20 + 13 ⇒ (12) + 13 = 25

Damage, if hits 1d3 + 5d6 ⇒ (1) + (2, 1, 2, 5, 5) = 16 5/Bleed

Standard action sneak attack, then move action for 30' move north towards the last daemon, staying to the wall for least water. She remains visible, no Stealth attempt. Both IC and OOC, I would strongly recommend Ian and Serelina take run actions out of here. Maybe Edmond too if he fails the last save (I have no idea how Snake Man is holding up at this point). Soliel is uninjured and the damenon's breath weapon is pretty useless against her.

EDIT: @Edmond: I believe you have healing. If so, you may want to consider leaving with Ian and Serelina and healing them. Let Soliel play cat/mouse with the last daemon.


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)

If she's down that changes things


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Edmond, seeing the water rise to his chest level, calls snake man to him.

"Take me out of them! May the fire warm your bones!"

Edmond will channel positive energy to heal the living.

Edmond spends one channel energy use to use the ability, another to boost his dice to d10s, and (if necessary to avoid healing the enemy) another use of channel energy to use Selective Channeling as the feat (costs him a use of channel since he doesnt have the feat per his Peerless Channeler ability) and of course catching Ian in the blast, and as many other allies as possible.

positive energy healing living: 6d10 ⇒ (7, 7, 3, 9, 7, 6) = 39

sorry, was at IRL dnd game last night and also I don't see everyone's HP so I'm not sure when to heal, so i have been trying to prevent damage by blasting.


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)

whew


I'd rolled her first save, which she made, but I see I haven't rolled the second two. Haste provides +1 for anyone who didn't account for that.
Ref Save: 1d20 + 3 ⇒ (20) + 3 = 23
Ref Save: 1d20 + 3 ⇒ (18) + 3 = 21

Edmonds wave of healing heals Serelina back to full strength, and puts Ian in good condition again.

Soliel scores a hit on the remaining daemon, leaving it with a bleeding wound.

The water continues to rise, reaching Ian' waist, and another threat emerges from the darkness to the west. A large frog like creature with a razor sharp maw and milky white eyes.

Serelina Kn Planes: 1d20 + 18 ⇒ (15) + 18 = 33

"Ah, the true threat" Master Bellafini proclaims. "A hydrodaemon. The normally live in the River Styx, so are immune to toxins and resistant to most forms of energy, and are resistant to magical attacks in general. Able to control water, summon water elementals... and use acid based magical attacks at will."

As if to prove a point magical energy forms around the creature as it is emerging from the water, and an arrow of deadly acid flies toward Edmond.
Attack: 22 vs touch AC.
Damage 2d4 = 8
And will count as ongoing damage if Edmond tries to cast spells.

"There will be a limit to its range to control the water level though if we wish to make a retreat. For now though..." Serelina begins an incantation, and a arc of flame reaches out towards the new threat.
Overcome SR: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 8d6 ⇒ (3, 5, 3, 5, 3, 6, 2, 6) = 33

"Not the most effective way of damaging it, but its resistant to everything not cold iron or silver."

Party is up. Both creatures are out in the water, so will require a swim check to reach in melee.


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 starts heading towards the exit, as fast as he can wade through waist-deep water that is.


M Halfling Soul Weaver (Dual Channeler) 8 | HP: 33/64

Snake man carries Edmond along in full retreat. double move, 40ft

does Edmond need to channel again?

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