BPChocobo's PbP Gamethread for Cool and Attractive PCs

Game Master Black Powder Chocobo

Thornkeep Map
Sanctum map


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Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

The dead thing swings his great sword once more, the blueish sword whistles as it connects with the huge lizard's neck!

Hasted Blessed Power Attack: 1d20 + 13 + 1 + 2 + 2 ⇒ (20) + 13 + 1 + 2 + 2 = 38
Damage: 2d6 + 11 + 6 + 2 ⇒ (4, 1) + 11 + 6 + 2 = 24
Cold Damage: 1d6 ⇒ 2

Hasted Blessed Power Attack: 1d20 + 13 + 1 - 2 + 2 + 2 ⇒ (2) + 13 + 1 - 2 + 2 + 2 = 18
Damage: 2d6 + 11 + 6 + 2 ⇒ (3, 3) + 11 + 6 + 2 = 25
Cold Damage: 1d6 ⇒ 6

Confirm Hasted Blessed Power Attack: 1d20 + 13 + 1 - 2 + 2 + 2 ⇒ (5) + 13 + 1 - 2 + 2 + 2 = 21
Additional Damage?: 2d6 + 11 + 6 + 2 ⇒ (5, 2) + 11 + 6 + 2 = 26

If the dino went down from that first attack: move towards demonling


Sanctum Map

The deadite swings upwards, and if it wasn't summoned it would the severed head of the allosaurus as a trophy! However, it disappears with a poof!

The other demon just narrowly dodges his second attack!

Init Order (bold = up)
Group buffs (haste - 5 rounds, Blessing of Fervor - 8 rounds)

Kylar (17 damage, vanished)
Sindar
Deadite (Magabeus) (27 damage)
Varian
Demon (sparkly)
Demonling (15 damagen, blinded, sparkly)

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian tosses a tanglefoot bag at the sparkly demon

ranged touch to hit: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

using +2 to hit, +2 to ac from bof


Sanctum Map

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Duration: 2d4 ⇒ (4, 4) = 8

Varian's bag of goo seemingly immobilizes the demon!

It tries to free itself by ripping the goo apart!

bite damage: 1d6 + 5 ⇒ (5) + 5 = 10
claw damage: 1d6 + 5 ⇒ (1) + 5 = 6

Freed from the goo, it takes a swipe at Deadlan.

Claw @ Deadite: 1d20 + 12 ⇒ (1) + 12 = 13
Damage on hit: 1d6 + 5 ⇒ (5) + 5 = 10

But the remaining goo throws off its swipe!

The little demonling tries to still strike at the wall.

Painting attack: 1d20 + 7 ⇒ (19) + 7 = 26
Miss chance: 1d100 ⇒ 33

However its blinded state prevents it from striking!

Will save: 1d20 + 4 ⇒ (6) + 4 = 10

It is still blinded!

Init Order (bold = up)
Group buffs (haste - 5 rounds, Blessing of Fervor - 7 rounds)

Kylar (17 damage, vanished)
Sindar
Deadite (Magabeus) (27 damage)
Varian
Demon (sparkly)
Demonling (15 damage, blinded, sparkly)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar sends a series of magical missiles arcing from the palm of his hand into the small demonling that keeps ripping the paintings from the walls.

Magic Missile: 2d4 + 2 + 1 ⇒ (4, 1) + 2 + 1 = 8


Sanctum Map

I am so sorry! I thought I replied to this a week ago and completely missed it. Bad GM is bad.

Kylar finsihes off the demonling, sending it to a bloody mess on the floor!

For the sake of things, this battle is over. While the remaining demon is a threat, it can't take full attacks from Varan and the Deaglan temp. Calling it to save some time!

The more melee oriented party members make short work of the last demon, who poofs as sword and hammer smash into it hard.

The rest of the party looks around the room, but aside from the paintings and the little demon bleeding out, there is nothing else of note.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

Fix Undead aka Inflict Light Wound: 1d8 + 1 ⇒ (6) + 1 = 7
Fix Undead aka Inflict Light Wound: 1d8 + 1 ⇒ (5) + 1 = 6
Fix Undead aka Inflict Light Wound: 1d8 + 1 ⇒ (7) + 1 = 8
Fix Undead aka Inflict Light Wound: 1d8 + 1 ⇒ (7) + 1 = 8

The undead fixes himself with the wand his master gave it.

"THROUGH THAT DOOR?" it asks while pointing it's greatsword to the door to the south.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"I guess so... not like we have a lot of options left."


Sanctum Map

The party goes through the southern door, not sure what to expect. Surprisingly, they find a bedroom littered with belled glass jars that clutter every available surface. The jars contain miniature creatures pinned by needles to cushions, like a twisted insect collection.

DC 18 Appraise, Kn: History, or Kn: Nature:

five cases of these jars contains what appears to be creatures long since extinct, and would be worth a tidy sum to the right collector, perhaps 1,500 crowns each.

Map updated. There is only one new path left, beyond the yellow door which Generic Deadite happens to have the sigil for :)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

UMD: 1d20 + 12 ⇒ (18) + 12 = 30 Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4 34/47
UMD: 1d20 + 12 ⇒ (1) + 12 = 13

Kylar tries to help his injuries until his wand fizzles out. "Damn wandsss aren't what they ussssed to be. Ssshoddy craftsssmanssship."

Knowledge Nature: 1d20 + 1 ⇒ (14) + 1 = 15

He looks over the many miniature creatures in jars in disgust. "Trophiessss. Disssgusssting tactic."

Holding his wand out to Varian he asks for a bit of aid with his wand.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5 39/47
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 47/47

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

appraise: 1d20 + 1 ⇒ (9) + 1 = 10

Varian uses the wand for Kylar would have healed you but I didn't know you were hurt, sorry

"These jars are interesting if a bit macabre and creepy. I wonder why these creatures were mounted and saved in these jars."


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

The dead creature takes a shiny pearl from his pack and slots it in his left eyesocket. After a few moments the pearl loses it's luster and falls back into the dead creature's hand. He puts it back in his pack.

GM:
Using pearl of power to regain shield of faith.

Appraise: 1d20 ⇒ 5

Ready to move on


Sanctum Map

update tomorrow! And happy valentine's day!


Sanctum Map

With only one new remaining path to go, the party heads to the yellow door. The undead ally places its decayed hand on the door, the sigil on its hand glowing before it opens. A single magic circle also glowing in a pale yellow hue stands before the party. Sindar identifies it as a teleportation circle. Bravely, the party steps in, teleporting to another room with a single wooden door.

Map updated!

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

"Sssems only one route to go."

Kylar inspects the area for any sort of trap mechanism.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

He opens a clawed hand forward urging his undead companion forth.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

"YES TEMPORARY MASTER, I WILL OPEN THE DOOR"

The undead opens the door.


Sanctum Map

The deadite opens the, revealing a hallway lined with strings of bells and beads. Another door to the south blocks the passage.

I need an Acrobatics or Escape Artist check to try and slip through the bells quietly.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

If you can all stay close to me, i can assure we arrive silently.

When all are within 20' of him, VArian casts silence on a copper piece which he can throw away later... then he moves out through the bells, watching cautiously for traps as well.

perception: 1d20 + 14 ⇒ (19) + 14 = 33

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Varian- I am assuming that if you strike it all bells in room clink which is further away than your 20 feet. Though if you throw the coin into the center of the room you should be good to go. If not here is an escape Artist check below.

Kylar slinks down low to the ground. His reptilian bone structure allows him to crouch much lower than most people as he slinks underneath the set of bells.

Escape Artist: 1d20 + 11 ⇒ (13) + 11 = 24

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

whatever works... I can't see map from phone


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

The deadite does as he is told and stays close to Varian


Sanctum Map

RTA at AC 5: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21

Varian's silenced coin bounces without noise in the center of the hallway, blocking off sound as the aasimar makes his way through the string of bells. He hits several of them, but his magic makes a mockery of the attempt at an alarm. The rest of the party follows close behind.

This passageway runs west and east, with a door set in the north wall before the corridor turns to the north. Arches on the far east wall lead to a darkened chamber that periodically flashes with colorful bursts of light, casting the corridor in shifting shades of pink, scarlet, dusty rose, and incandescent blue.

A man in red robes walks back and forth until he sees the party, caught completely off guard.

Party gets a surprise round, if you wish!

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Sense Motive: 1d20 - 2 ⇒ (14) - 2 = 12

Kylar studies the man for but a moment as he tries to tell if he seems hostile.

He quickly vanishes as he rounds the corner into the room.


Sanctum Map

Giving one more day for DEaglan, then going!


Sanctum Map

The party moves into the room, Kylar vanishing as he approaches while Varian summons a large hammer.

Inits:

Daegros: 1d20 + 7 ⇒ (15) + 7 = 22
Vuzhon: 1d20 - 1 ⇒ (11) - 1 = 10
Deadite: 1d20 + 3 ⇒ (1) + 3 = 4
Kylar: 1d20 + 7 ⇒ (20) + 7 = 27
Sindar: 1d20 + 3 ⇒ (4) + 3 = 7
Varian: 1d20 + 3 ⇒ (12) + 3 = 15

Init Order (bold = up)
Kylar (vanished)
???
Varian
Sindar
Deadite

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar spits a steady stream of acid all over the man.

Acid Arrow; PBS: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Confirm Crit: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Damage; Havok of Society; PBS: 2d4 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7
Crit damage: 2d4 + 1 + 1 ⇒ (1, 4) + 1 + 1 = 7
Sneak Attack Damage: 3d6 ⇒ (6, 6, 5) = 17

As the acid pours forth from his maw Kylar's body blends back into the shadows as he skitters to the opposite end of the room.

Ki to Vanish and move to other end of room.


Sanctum Map

And don't know where it went, but posting now!

Kylar's acid hits a weak spot on the man, but his skin seems exceptionally durable and doesn't wear down as much as it should. Nonetheless, the nagaji's precision causes a nasty wound that sizzles.

"You foul, ignorant beast! How dare you attack me!", he curses before Kylar disappears once more.

Seeing the party clustered up, he casts a spell...

Concentration: 1d20 + 14 ⇒ (1) + 14 = 15

Poor villain

But the acid causes his to garble a word, failing the spell.

Init Order (bold = up)
Kylar (vanished)
??? (24 damage, acided)
Varian
Sindar
Deadite

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Previous Acid Arrow Damage: 2d4 ⇒ (2, 3) = 5

Kylar's acid continues to burn as he sends another coat of it the strange man's way.

Acidic Ray; PBS; Invis: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sneak Attack Damage: 3d6 ⇒ (2, 5, 2) = 9

Kylar ducks back into the shadows, disappearing from sight once again.

Ki to Vanish

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian casts lead blades on his lucerne hammer and steps up to threaten the caster.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

"I AM YOUR DOOM"

Power Attack!: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Damage: 2d6 + 11 + 6 ⇒ (3, 4) + 11 + 6 = 24

The undead moves forward and swings his greatsword at the spellcaster


Sanctum Map

Sindar readies a spell to assault the wizard as he casts, while the undead warrior cuts deeply into the Azlanti mage.

Kylar's aim is off this time as Varian gets into position.

The wizard, bloodied, still stands, and tries to cast another spell.

Sindar MM @ Wizard: 4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20
??? Concentration: 1d20 + 14 ⇒ (16) + 14 = 30

Sindar's magic holds strong and the wizard cannot resist it and another spell goes down the drain... as does the wizard who slumps down in defeat.

Just seconds later, though, a large bulbous mass of flesh with a vagueley feminine human face bursts through the door behind Sindar!

DC 22 Kn: Arcane:

That's a flesh golem... it is immune magic that allows saving throws, and electricity effects make them move faster! Cold and fire magic instead slows the creature. Finally, you need adamantine weapons to fully damage their hardened flesh.

Init Order (bold = up)
Kylar (vanished)
Flesh Mass
Varian
Sindar
Deadite

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian steps back and strikes out at the new threat....

to hit: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
dmg if hits: 3d6 + 5 ⇒ (4, 3, 2) + 5 = 14

to hit: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
dmg if hits: 3d6 + 5 ⇒ (6, 3, 3) + 5 = 17

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Knowledge Arcana: 1d20 + 7 ⇒ (10) + 7 = 17

Kylar leaps back against the wall as the large mass of flesh bursts through the door.

Instinctively he spits a globule of acid from around the corner onto it's exposed flesh.

Acidic ray; PBS;; Invis: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Sneak Attack Damage: 3d6 ⇒ (1, 6, 5) = 12

The large beast has him particularly spooked as he ends up missing his shot entirely.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

"I AM ALSO YOUR DOOM"

The undead steps forward and lashes out

Power Attack!: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Damage: 2d6 + 11 + 6 ⇒ (1, 4) + 11 + 6 = 22


Sanctum Map

Varian and the deadite hammer at the flesh mass, while Kylar seems unshaken by its form. Sindar tries to cast a spell...

Concentration: 1d20 + 12 ⇒ (16) + 12 = 28

And boosts the speed of everyone except Kylar!

The golem swings twice at deadite!

Slam @ Deadite: 1d20 + 13 ⇒ (19) + 13 = 32
Damage on hit: 2d8 + 5 ⇒ (1, 7) + 5 = 13
Slam @ Deadite: 1d20 + 13 ⇒ (5) + 13 = 18
Damage on hit: 2d8 + 5 ⇒ (5, 1) + 5 = 11

The first swing cracks undead bones, but the second is deflected by the unnatural steel surrounding the unliving ally!

Init Order (bold = up)
Kylar (vanished)
Flesh Mass (38 damage)
Varian (hasted)
Sindar (hasted)
Deadite (13 damage, hasted)


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

And the greatsword swings twice!

Power Attack!: 1d20 + 13 - 2 + 1 ⇒ (5) + 13 - 2 + 1 = 17
Damage: 2d6 + 11 + 6 ⇒ (2, 6) + 11 + 6 = 25

Power Attack!: 1d20 + 13 - 2 + 1 ⇒ (3) + 13 - 2 + 1 = 15
Damage: 2d6 + 11 + 6 ⇒ (2, 1) + 11 + 6 = 20

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian strikes at the mass of flesh with a grimace of distaste.

to hit: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
dmg if hits: 3d8 + 3 + 1 ⇒ (7, 4, 4) + 3 + 1 = 19

to hit, iterative: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
dmg if hits: 3d8 + 3 + 1 ⇒ (5, 1, 3) + 3 + 1 = 13

to hit, haste: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
dmg if hits: 3d8 + 3 + 1 ⇒ (4, 4, 1) + 3 + 1 = 13

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar continues to spread his vile spit all about the room as his glands begin to empty.

Acidic ray; PBS; Invis: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Sneak Attack Damage: 3d6 ⇒ (1, 6, 5) = 12

Giving his glands a moment to refill he slinks back into the shadows and slides down the wall.

Ki to Vanish


Sanctum Map

Double checking something Kylar, then I'll update, probably tomorrow.


Sanctum Map

The party continues their assault! Varian hammers the golem twice, although the damage done to the deadite seems to have affected its swinging as it fails to land a blow. Kylar finally gets his aim down and coats the golem in acid, dissolving sections of flesh that visually should be avoided.

Sindar follows up with a simple fire spell to try and slow the beast down.

Concentration: 1d20 + 14 ⇒ (1) + 14 = 15

But the stench of the melting flesh causes the wizard to botch the spell!

The golem retaliates at Varian now, swinging with hefty arms!

Berserk: 1d100 ⇒ 42

Slam @ Varian: 1d20 + 13 ⇒ (3) + 13 = 16
Damage on hit: 2d8 + 5 ⇒ (3, 4) + 5 = 12
Slam @ Varian: 1d20 + 13 ⇒ (1) + 13 = 14
Damage on hit: 2d8 + 5 ⇒ (6, 5) + 5 = 16

The power of Varian's blows must have thrown off the massive construct as it sluggishly flails its arms in wide arms that the aasimar easily dodges.

Alright! This is your battle to lose! Finish it!

Init Order (bold = up)
Kylar (vanished)
Flesh Mass (74 damage)
Varian (hasted)
Sindar (hasted)
Deadite (13 damage, hasted)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar seems to blink around the room as he appears for but a moment before vanishing once again.

Acidic ray; PBS; Invis: 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sneak Attack Damage: 3d6 ⇒ (3, 5, 2) = 10

Last Ki to Vanish.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian lays into the mass of flesh again, trying to put a stop to it.

to hit: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
dmg if hits: 3d6 + 3 + 1 ⇒ (2, 2, 6) + 3 + 1 = 14

to hit iterative: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 5, 6) + 3 + 1 = 20

to hit haste: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 5, 2) + 3 + 1 = 16

but this time his aim is not as sure, and he grubles as most or all of his attacks go awry.... wouldn't you know it, i roll almost max damage on an obvious miss. sigh


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

Seeing that more is needed to hurt the mass of flesh the deadite casts weapon of awe using fervor to cast as swift and swings again!

Power Attack!: 1d20 + 13 - 2 + 1 ⇒ (3) + 13 - 2 + 1 = 15
Damage: 2d6 + 11 + 6 + 2 ⇒ (4, 1) + 11 + 6 + 2 = 24

Power Attack!: 1d20 + 13 - 2 + 1 ⇒ (8) + 13 - 2 + 1 = 20
Damage: 2d6 + 11 + 6 + 2 ⇒ (4, 6) + 11 + 6 + 2 = 29


Sanctum Map

This time Varian, taking a more defensive stance from the attacks that failed to land on him, misses, but Kylar and the deadite finish off the construct which lands with a thud, now laying motionlessly.

Combat over!

The man's body interests Sindar who pours over the wizard's spellbook. The golem's body is unusual in that you can see a mishapen woman's face on it and a yellow sigil on the its right arm.

In the room the golem burst forth, you see it was formerly a posh bedroom that was recently ransacked Numerous ancient books that litter floor, and piles of paper with arcane markings are spread across the chamber.

To the south, the party sees several glowing lights orbiting a strange mechanical contraption, weaving an eldritch pattern over the device. The lights are crystals that blasts colorful light into the deep shadows of the room's many narrow niches.

DC 25 Kn: Arcana or Spellcraft:

This object seems to be a device that holds an area into a separate timeline than everything else. It looks like it could be manually destroyed, but what would happen by striking such a complex, intricate device?

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Knowledge Arcana: 1d20 + 7 ⇒ (8) + 7 = 15

"This place is most unusual. I don't know what to make of it all." Kylar leans in and inspects the strange object as it creates a continuous loop of eldritch patterns.

"Find anything of use in that book Sindar?"


Sanctum Map

Sindar Kn: Arcana: 1d20 + 14 ⇒ (20) + 14 = 34


Sanctum Map

"Aha! I postulate that this device is what is causing the time lock. If we wish to spare Rozimus, perhaps we can shut off this contraption... but..."

Feel free to read the spoiler above

What do you wish to do?

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"I wonder if I can just disable it without destroying it...of course I could just smash it with an earthbreaker too"

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26

Taking a good look over the device, Kylar begins to trace a separate rune and eldritch sign of his own. "I might be able to dissssable thisss given enough time."


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

"GROTUS WANTS TO DESTROY IT TO BRING THE END-TIMES CLOSER"

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