Ascension of Eight (Inactive)

Game Master Arkwright

Eight will be imprisoned. Eight will find a new destiny. The Eight will topple Cheliax.


1,451 to 1,500 of 1,883 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

Map re-link


Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

Gritting his teeth, Blast takes a few steps forward past Jelani and lobs a particularly volatile mixture at the black knight, hoping to catch all three foes in the explosion. 10-foot move to K13, then throwing an explosive bomb at the Black Knight, ranged touch attack.

Bomb throw: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 (Penalty for distance)
Missed land: 1d8 ⇒ 4 (M19)
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11 8 splash damage within a 10-foot radius

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Jelani's roar shakes the ceiling as he sees the crocodile grab Gunser. Quivering with anger, his eyes roll back in his head until only the whites are visible. Two wickedly sharp ridged horns erupt from his forehead and extend out seven or eight inches. His muscles bulge and his veins glow a dull red. He springs into action, barreling past the giant reptile to swing his hammer wildly at the knight.

Move next to night, assuming crocodile is grappling so no AOO.
Free action rage.
Hammer attack (rage, power attack, danger room): 1d20 + 12 ⇒ (1) + 12 = 13

Was the danger room bonus +1 hit/damage or +2?

Rage 7/8
HP 37/37
AC 18


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Bing! Danger Room! Does that help CMD, based on CMB, based on BAB? IF you're worried about the poor croc and it's empty mouth, I'm gonna fill it with oar...

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:
CMD section of rules wrote:

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

I'm afraid neither the inspire courage, nor the danger room would aid your CMD. They will however add to your CMB when you try to escape.

If my suspicions are correct we are facing a knight with the ability to standard action summon animals somehow. That means the knight is the real target.


Human (Chelaxian) Ranger-1/Oracle-2

In a blink of a eye Orwen's greatsword in his hands and he moves to the crocodile that attacked Gunser. He brings down the large sword on top the creature.

Power attack w/greatsword:1d20 + 5 ⇒ (19) + 5 = 24
Crit confirm:1d20 + 5 ⇒ (17) + 5 = 22
Damage:2d6 + 7 ⇒ (3, 6) + 7 = 16
Crit damage:2d6 + 7 ⇒ (1, 2) + 7 = 10
Total damage:26


Jelani strikes out with his massive hammer but only manages to trip over his own feet.

Sir Orwen fares better, driving his greatsword into the creature and cutting it deeply but it remains firmly grasped onto Gunser.

Blast's bomb strikes true, nailing the knight in the chest with a gout of fire, sending him back with a grunt.

Jelani, the Knight has Reach- you provoke an AOO by moving that close to him.

Aiming his hammer at him, Jelani triggers a blow from the knight's strange weapon aimed at his ankles.

AOO Trip: 1d20 + 14 ⇒ (3) + 14 = 17

But he fails to unbalance him.

Shadow Lodge

Male Drow Wizard/3

Mirrender pointed his sword at the knight and started waving it, like a conductor might for an orchestra. Thinking of synergy with Blast's effects and Jelani's rage, Mirrender fills the area to the east right side of the map, making sure to not get Jelani (or any of the "good guys" for that matter) caught up in the web while simultaneously entrapping the Eagle and the Black Knight.

"My, my -- it appears the bad guy has gotten himself into a Sticky Situation."

Heh. Couldn't resist the cheesy super-hero line. If I see the map correctly, there is no way to get the Gator as well -- not without getting our guys.
(blank line)
Huh. No "strike out" feature. I'll put the used spells in Bold then.
(blank line)
Spell list:
Spell Like abilities: Detect Magic (at will), Faerie Fire (2), Dancing Lights(2), Feather Fall(2; one left for the day), Deeper Darkness(2)
Cantrips: Prestidigitation, Message, Ray of Frost, Mage Hand
1: Magic Missile; Magic Missile, Shield, Mage Armor
2: Web; Admonishing Ray, Web


"I've seen you and found you wanting," Mellany says as she gives the knight a baleful glare -- a glare that seems to hinder his ability to attack her friends.

Evil Eye Will Save DC14 or -2 to hit.


Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

It's a fairly smooth room; I'd let you anchor it against the throne and the southern door but I don't think there's anywhere else it could be set up.
If I'm being too strict please say so and we can work something out.


Will save: 1d20 + 4 ⇒ (11) + 4 = 15

The knight meets Mellany's glare evenly and is unshaken.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

"I went lookin' for Malduoni, aboard Seaforce One,
But I never did find him, and the CIA said, son,
You'll never be a hero, your sailing days are done.
It's time for you to go home now, stop sniffin' that smokin' gun.

Taurven moves across the room at a diagonal, then throws a dagger at the 'gator.

Dagger, thrown:1d20 + 6 ⇒ (15) + 6 = 211d4 + 5 ⇒ (3) + 5 = 8


Taurven's dagger THUDs into the crocodile's head letting loose a torrent of blood as it collapses to the ground before disappearing.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Well, can I retroactively roll acrobatics to avoid the AOO then? I would have done above but you didn't describe him as having a reach weapon (or any weapon for that matter). I guess it's a moot point since he missed, but in the future can you make it clear which creatures have reach? It should be visually available information. I.e. "Hey that thing has really long arms, or a long neck, or he's wielding a ten foot long polehammer."

Also, web can be anchored to the floor and ceiling. Unless the ceiling's higher than the radius of the spell. Or wall to wall. It just needs two solid objects/surfaces opposite one another. Doesn't matter if they're smooth as glass or what.


Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

"CIA?" Blast mutters with a questioning look as Taurven passes, but he just shrugs and concentrates on the fight.


I stated he was using an odd weapon and that it was a fauchard; but fair enough, I didn't make it clear that it was long enough to provide reach. I'll be more explicit in the future, and I'm fine with retroactively rolling acrobatics in the future as ell.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Ah, yeah you did. I didn't look far enough back. My bad.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Chelish. Information. Apparatus.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"HA! Well stuck, me lads!", Gunser congratulates, fairly leaping away in his freedom, hands settling along the hilt of his oar. A seagull's cry is hinted at, and a salt scent comes to the air as he grips the makeshift weapon. "Blast, one up the hole!", he says in tones of command, though mixed with a chuckle of freedom and a growl of intent, as he rushes forward to flank the knight with Jelani...

Oar-stave +6 1d20 + 6 ⇒ (13) + 6 = 19 (Plus flank and Danger Room on top...)

...ringing his oar across the back of the knight's knees, Gunser rages at the toppling tinplate, "LAYABOUT?!"

Somebody tell me if you can still damage with a Trip? Here, I'll roll it anyway: 1d6 + 5 ⇒ (4) + 5 = 9


Gunser's oar just manages to smash into the Knight's knees, sending him collapsing to the ground with a grunt.

Tripped, now prone. No you can't do damage.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2
GM Arkwright wrote:

Gunser's oar just manages to smash into the Knight's knees, sending him collapsing to the ground with a grunt.

Tripped, now prone. No you can't do damage.

That's what we brought Jelani for. :)


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Giving up on his initial plan, Casey moves to get a better shot, drops the vial on the carpet, draws aim, and fires.

15' Move to N 14(move); Drop vial on carpet(free); Attack Knight(standard)

Mwk. Musket w/PB: 1d20 + 9 ⇒ (4) + 9 = 13 vs. touch AC. Probably not good enough, though, seeing how he gets a +4 to AC due to prone.
Damage: 1d12 + 1 ⇒ (5) + 1 = 6


Web
Knight ref save: 1d20 + 5 ⇒ (4) + 5 = 9
Eagle ref save: 1d20 + 8 ⇒ (13) + 8 = 21

As Mirrender wills a web into being, it's sticky threads trap the Knight, while the Eagle remains free.

New Round!

The Knight lays trapped in magical webbing at the feat of Gunser and Jelani, both holding large weapons menacingly. The bird flutters around helplessly. Things look grim.

The bird flies over to the door and lets loose an odd caw; those trained in spellcraft manage to (somehow) recognize the casting of a spell. It's form dissipates into a small puff of gas.

The Knight lets his left hand free from his weapon and with it taps a ring on his right. With a small flash he disappears, being replaced by the insubstantial puff of smoke, the Knight taking its previous space on the far side of the room. Eyes wide with fear, he opens the door.

You fellows are up.
Casters who can make a DC18 Spellcraft check recognize the spell as Gaseous Form.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

M18-N19 diagonal 5' move onto obstacle x2 = 10'
N19-N24 25', 35' so far
Relentless Footing +10 move as Swift Action
N24-M25 5 diagonal, 2nd diagonal,x2 = 10', 45 so far.

Oar, Trip again, w/+2 Danger Room and +1 Courage: 1d20 + 9 ⇒ (20) + 9 = 29
Damn, no crits on trip!

"WHO's Layin' about NOW?! STRIKE yer damned colors!", The grey sailor thunders.

Mini, did you know you put him just close enough? That was Awesome...


Gunser charges along the carpet and sweeps the Knight's legs aside, knocking him down to the floor.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven follows the knight. Still singing, he weighs his options, and decides on an unlikely one. Dropping his dagger, to free up a hand Taurven mixes a spell in with his singing.
'A man walks into a bar... And says ouch." This terrible joke is the verbal component of the Hideous Laughter spell. Taurven casts this in a feeble attempt to stop Iron Lung's escape.

spell resistance:Yes. DC 14 Subject is prone and can't act if fails save.

Naja'd. Oh well.


Will save: 1d20 + 4 ⇒ (12) + 4 = 16

The knight growls at Taurven- "That is not funny."


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

C'mon, Jelani, help me pin down this knight.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"Dangit! I ain't got no shot." Casey moves toward the knight and Gunser and then reloads.

Move to N 20; Reload.


Human (Chelaxian) Ranger-1/Oracle-2

Orwen moves swiftly forward almost with no limp at all as he moves towards the tin can. Then stops short and bellows, "May your arms handle light and your metal land heavy!" With that a mystical energy shoots from Orwen igniting the fight with every one else. He looks towards Casey, "Maybe with the aid Gorum you will hit something with that boomstick." He chuckles after his blessing.

Moved to J20 and casts bless on every one, thats a +1 to attack and fear saves.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Jelani runs across the room to back Gunser, shouting "SMASH!" as he tumbles up to the fleeing knight.

Move next to Knight. In flanking if
acrobatics to avoid AOO: 1d20 + 6 ⇒ (5) + 6 = 11
Hammer attack (rage, power attack, danger room, IC, bless): 1d20 + 14 ⇒ (8) + 14 = 22
Damage if hit (IC, PA, danger room): 2d6 + 14 ⇒ (3, 5) + 14 = 22


Rage 6/8
HP 37/37
AC 18


As Jelani's blow connects, the knight flinches and then stands up. Then he stands up again. Then he stands up again. Then he stands up again. Four duplicates stand where the Knight formerly lay.

Jelani AOO: 1d20 + 14 ⇒ (19) + 14 = 33
Gunser AOO: 1d20 + 10 ⇒ (8) + 10 = 18

Each shatters into starlight. Two remain however and then both immediately run through the open door.

Still in rounds here; give me a little while to add in the rest of the map.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Did he cast defensively while prone? And then stand? And then run?

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

My questions exactly. Seems like too many actions, and one too few descriptions of spells being cast.


Trust me. I am 100% certain of this.


Still your turn, by the way. I believe Mellany and Mirrender and Blast haven't acted yet.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"Burn that damn mist!", Gunser shouts, chasing the knight.


Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

Blast dashes forward as the Knight gets up and retreats, drawing his crossbow and firing, even though he knows the shot is almost hopeless.

Mwk Heavy Crossbow: 1d20 + 6 ⇒ (7) + 6 = 13 -4 if the throne gives cover
Damage: 1d10 ⇒ 1

The tiefling curses under his breath as the bolt flies wide (I presume).


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Gunser curses as a bolt streaks past. "BURN THE DAMN MIST! IT'S HIS WIZARD!"


Mellany utters words of power in an effort to make the knight stop running. "ואני נתתי פני בכם, ואתם יהיו הרוגים לפני אויביכם: הם ששונאים אותך יימלכו עליכם; ואתם בורחים, כשזה לא לרדוף אותך."

Celestial:
And I will set my face against you, and ye shall be slain before your enemies: they that hate you shall reign over you; and ye shall flee when none pursueth you. (Leviticus 26:36)

Hold Person DC 15

Shadow Lodge

Male Drow Wizard/3

Mirrender had a pretty idea what the Black Knight expected him to do -- which was precisely why he didn't do it. Rather than chase after the Knight, the paranoid Drow (but I repeat myself) looked around -- making sure to pay attention to the ceilings and floors Detect magic, looking for pockets of magic that "looked wrong" or were "unaccounted for".

Invisible Illusionists are not unheard of, after all.

Should he find an invisible person or entity, the "attackable", he'll use Faerie Fire on it.
Also: do Illusions/phantasms require Will saves, Perception rolls or what? (As you can tell, I have every rule perfectly memorized! *lol*)


Mirrender raises his hands and casts. He detects the presence of magic.

Mellany casts her spell but it seems to have no effect as the Knight keeps running.

Blast's bolt goes wide. (There's also that 5-foot raise in the floor.)

NEW ROUND- I'll post it later.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

I tripped him and Jelani ran up. He stood and we AoO'd. He ran away. So is it not still the party's turn?


He ran away during your turn. Trust me, it's correct.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Jelani chases after the fleeing knight, seeking to stop his escape.

Charge him if I can. If not, run action to catch up to him. I've got a 30' move.
Hammer (rage, power attack, danger room, IC, bless): 1d20 + 14 ⇒ (7) + 14 = 21 (+2 if charge)
Damage (IC, PA, danger room): 2d6 + 14 ⇒ (2, 1) + 14 = 17

The only way I can figure it Gunser, the wizard/eagle/gas cloud thing cast mirror image on him somehow, even though it has a range of personal. Then he stood up, and we AOOed two of his images, and he ran away. Which didn't provoke again, because we don't have combat reflexes.


You can't, it's not your turn yet; it's the knights and the cloud's turn. They won initiative, and it's a new round.
Again, trust me.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Right, Jelani, I get all that. WE went. They went. Knight is 20-ish feet away. We get to go now, our at-bat. The casters were late, and the GM is confused. Or I am. But it seems clear to me. I tripped him, he got up and ran. My turn.


Nope. They went (bird went cloud, knight swapped places). You went (gunser tripped the knight, jelani hit him). During the 'you went', the knight and his duplicates got up and ran. Now, they go.

Trust me. I'm not confused.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Well I clearly have no idea what's going on. This is why I prefer nice clean initiative by initiative round breakdowns. Whenever I'm up again, that's what I do.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Bird and Knight. Party. Bird and Knight. Party.

If they go twice... There's something else at work. I really would hate to be wondering if I'm seeing confusion or magic.

1,451 to 1,500 of 1,883 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Wolfman DM's Golarion Sandbox. All Messageboards

Want to post a reply? Sign in.