Beacon Below CORE (Inactive)

Game Master Helikon

The adventure begins in Sothis, where Venture-Captain Norden Balentiir requests that the PCs travel to the Sanctum of the Sages.

Maps and Handouts&Chronicles


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All that got over a 15 Will see suddenly that there are open doors left and streight ahead.
And also you see 2 mummies, a fire elemental and 3 fire mephits fighting.
Ini Sorc: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Ini Pal: 1d20 + 0 + 1 ⇒ (15) + 0 + 1 = 16
Ini Bard: 1d20 + 0 + 1 ⇒ (15) + 0 + 1 = 16
Ini Cleric: 1d20 + 0 + 1 ⇒ (11) + 0 + 1 = 12
Ini Fighter: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Ini Rogue: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
----------------------------------
Ini Mummy: 1d20 + 0 ⇒ (8) + 0 = 8
Ini Fire Elemental: 1d20 + 9 ⇒ (3) + 9 = 12
Ini Mephit: 1d20 + 6 ⇒ (16) + 6 = 22
Two mephits hide one breaths fire.
FB: 1d8 ⇒ 71d4 ⇒ 4
REF: 2d20 ⇒ (11, 5) = 16 One mummy takes some fire damage.
Sorc, Pal, Bard, rogue, Fighter
Fire elemental
Cleric
Mummies.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

Just to be clear, if you failed the Will save, it's just the doors can't be seen? But the creatures are in full view in the corridor, and we've seen them already fighting each other?

I just nudged my token forward, to where the haste was cast, prior to the saves.

Also, I have a base +2 initiative, which would make the order Bard, Paladin, Sorc, Rogue, Fighter.

If so, my first action would be to try to recall what I know about these creatures, and impart this to the others (move action) via a rousing, inspiring speech (+2 competence to attack & damage, +2 morale vs charm/fear, in case the mummies have an aura).

Know Planes (elemental): 1d20 + 5 ⇒ (8) + 5 = 13
Know Planes (mephit): 1d20 + 5 ⇒ (19) + 5 = 24
Know Religion (mummies): 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

"For whom to fight? I would not want to have burns!"

Barm moves forward. And strikes mummy with his sword.

to hit: 1d20 + 15 ⇒ (9) + 15 = 24
damage: 1d8 + 9 ⇒ (8) + 9 = 17

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

You've got an extra +3 to hit, +2 damage, from combined haste and inspire

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

She pulls out a wand of magic missile and uttering the command word two eldritch bolts fire at the mummy
2d4 + 2 ⇒ (3, 3) + 2 = 8

The Exchange

Meri somersaults over the mummy, positioning herself for a deadly strike...

Acrobatics through space, DC 5+foe CMD: 1d20 + 20 ⇒ (20) + 20 = 40

Rapier Atk: 1d20 + 11 + 3 + 2 ⇒ (16) + 11 + 3 + 2 = 32 keen rapier, crit on 15+.
bonuses from Bram (+3) and flanking (+2)

Crit Confirm: 1d20 + 11 + 3 + 2 ⇒ (13) + 11 + 3 + 2 = 29
Base Dmg: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Crit Dmg: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Sneak: 4d6 ⇒ (1, 3, 1, 3) = 8
Total=26 dmg


female Human Cleric 7 Active effects:, Delay poison: Divine Favor (+2 luck bonus to hit and dmg):Guidance: protection from evil AC: 22 currently (12 touch)

Seeing that, her friends have already committed to battling the undead, Kyra smiles, So be it...The will of Sarenrae has spoken through my companions actions, how could I not be of aid? Kyra steps up and channels positive energy to harm the undead monstrosities. channel: 4d6 + 7 ⇒ (2, 5, 1, 1) + 7 = 16 (DC:17 for half and no channel resistance applies because of Sun's Blessing domain power)

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

The undead are the worst foes. We must destroy them she syas.


Only those that made the save can see the battle. For those that did not... the corridor looks empty.
All that made their Will save to disbelief the illusion, are subject to the despair of the mummies.

GM:

WillCle: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23
WillRog: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 131d4 ⇒ 1
WillSor: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21

Unfortunately the rogue is absolutely paralysed with fear for one round.
But the sorcerer and the cleric are able to weather the mental assault and attack the mummies. Booth mummies feel the wrath from the sun and one even the sting of magic missles.
Will Mummy: 2d20 ⇒ (5, 7) = 12

The Exchange

Does that cancel my move/acrobatics, or did the fear take effect after?


It works as soon as you disbelieve the illusion. So before you move

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

I think we all got a bit out of order back there.
Can I can still inspire, if I can't see the enemy?
I must think they're round the corner, or somewhere near.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

And Kyra may want to check her DCs; I've seen her used before at level 7, and she's a channeling machine, with 2 more uses per day, at +2 DC, from her feats.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

"You can't magic missile the darkness! What you firing at, you dopey mare?"

Us doofuses who failed our saves will need to be told what's happening.

The Exchange

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Moved my token back where it was pre-despair. I would explain whats happening but paralyzation prevents anything but purely mental.

Dark Archive

Male Human
Active spells:
Endure Elements - 24 hours
Paladin Level 7/ HP. 67/67/ Ac. 25 T. 10 FF. 25/ Fort: +11, Refl. +6, Will +10/ Immune vs. Fear, Disease/ Perception +1, Sense motive +11,

"Undead?! What, I don't see any... where are they?" Erwin asked, pulling his blade out, unsure of where the actual fight was taking place.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

just waiting for the remaining monsters to act, then we're back up to the top of next round. Looks a bit grim, if half of us don't know what's going on...but who said pathfinding was easy?

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

Did my detect magic tell me which schools are in effect?

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

I think I forgot the spellcraft check 1d20 + 10 ⇒ (16) + 10 = 26


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female Human Cleric 7 Active effects:, Delay poison: Divine Favor (+2 luck bonus to hit and dmg):Guidance: protection from evil AC: 22 currently (12 touch)
Bramble Whortham wrote:
And Kyra may want to check her DCs; I've seen her used before at level 7, and she's a channeling machine, with 2 more uses per day, at +2 DC, from her feats.

Yep all that is incorporated in her stats. (The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier+ improved channel= 10+3+2+2=17 ) She gets 7 channels a day 3+chr mod+ exrta channel= 3+2+2...When she uses it to hurt undead they don't get to use their channel resistance and she adds +7 to the die roll. When she channels to heal, it's empowered so 6d6 instead of 4d6 of healing power. Finally this character was copied strait off the flaxseed group NPC project so has probably been vetted. I'll trust the stats for now..they seem Kosher.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

Aah, it's the cancelling of channel resistance I must have seen, in the other game. The undead were said to have made their saves, then it was decided they didn't. I thought it was because the DC was higher.


The fire elemental bashes the left mummy.
Attack: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 2 ⇒ (7) + 2 = 9
One attack does hurts the mummy, and then the cleric channels and booth mummys reel in pain.
Then they attack the fire elemental.
Attack: 1d20 + 14 ⇒ (20) + 14 = 341d8 + 10 ⇒ (8) + 10 = 18
Attack: 1d20 + 14 ⇒ (2) + 14 = 161d8 + 10 ⇒ (4) + 10 = 14
Then another mephit vomits some fire.
Fire Breath: 1d8 ⇒ 61d4 ⇒ 3


@Seoni.
Detect Magic requires concentration.
But this time I will give you some hints.
Round 1 Magic YES
Round 2 Strength medium medium medium medium
Round 3 Schools Illusion Summoning Summoning Necromancy.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

Okay, so back round to me.
I'm still unaware what the other two are attacking, but I can see that it's something that freezes its enemies with fear.

So, I snap out of inspiring, standard action cast remove fear on Sparkred (suppressing the current effect), and on Barm (who I judge least likely to have a good Will save).

Both gain +4 morale bonus vs future fear saves, for 10 minutes.

(Yes, I know Sparkred's fear was only for one round, but Bramble doesn't know that.)

Then, five foot shuffle forward, and as a move action, resume inspiration.

"We don't need to see them, to win! We've wiped the floor with better than them, with our eyes closed!"

Mephit
Bard, Pal, Sorc, Rogue, Fighter
Fire elemental
Cleric
Mummies.

So, Erwin!

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

Thanks!

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

If I am in fight! I'm totally confused after all this. I do not even know how my mom calls me :)

Barm again strikes the mummy.

to hit : 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d8 + 9 ⇒ (8) + 9 = 17

to hit : 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 + 9 ⇒ (4) + 9 = 13

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste
Barm wrote:
If I am in fight! I'm totally confused after all this.

You may have to shuffle five feet in, to get past the illusion?

But then you'd have to face the fear save... :o

You're also jumping ahead; once the other three have acted, there may not be a mummy standing there.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:
Bramble Whortham wrote:
Barm wrote:
If I am in fight! I'm totally confused after all this.

You may have to shuffle five feet in, to get past the illusion?

But then you'd have to face the fear save... :o

You're also jumping ahead; once the other three have acted, there may not be a mummy standing there.

I guess you are now to PBP. I am not jumping ahead, we all (Bard, Pal, Sorc, Rogue, Fighter ) are before fire elemental and order of posting on PBP game is not relevant for those who are before monsters. It would take too long for one another to wait to make an action.

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

This illusion has got to go she says

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

"Whussat? An ILLUSION, did you say?!
ARE YOU SAYING IT'S AN ILLUSION?"

(in my best Brian Blessed voice)


It´s Bard, Pal, Sorc, Rogue, Fighter now.
Seoni and Merisel can now act normally again
Lem Barm and Erwin can try again to disbelieve the illusion.
Fire elemental
Cleric
Mummies.

The Exchange

Meri again attempts to somersault over the mummy, positioning herself for a deadly strike...

Acrobatics through space, DC 5+foe CMD: 1d20 + 20 ⇒ (5) + 20 = 25

Rapier Atk: 1d20 + 11 + 3 + 2 ⇒ (11) + 11 + 3 + 2 = 27
Base Dmg: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Sneak: 4d6 ⇒ (3, 2, 3, 1) = 9
Total=19 dmg

Dark Archive

Male Human
Active spells:
Endure Elements - 24 hours
Paladin Level 7/ HP. 67/67/ Ac. 25 T. 10 FF. 25/ Fort: +11, Refl. +6, Will +10/ Immune vs. Fear, Disease/ Perception +1, Sense motive +11,

"Illusion... there's an illusion. Have to see past it!" Erwin said, shaking his head as though to clear it.

Will save vs. Illusion: 1d20 + 10 ⇒ (17) + 10 = 27

Suddenly the paladin's gaze focused past the walls and on toward the battle his allies were now dealing with.

He could feel the despair the mummies being held back by the strength of his faith.

"I'll ensure we finish this quickly." He then moved to the middle of the group.

Erwin is provoking 2 attacks of opportunity, 1 from the mummy on the left and the second from the fire elemental. Then he will cleave the two mummy's.
Current Ac. 23

Cleave 1: 1d20 + 14 ⇒ (13) + 14 = 27
damage 1: 1d8 + 5 ⇒ (2) + 5 = 7

Cleave 2: 1d20 + 14 ⇒ (5) + 14 = 19
damage 2: 1d8 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

Will: 1d20 + 7 ⇒ (10) + 7 = 17

Any bonuses, for knowing there's an illusion present, like the sound of people's blows connecting?

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

will-illusion: 1d20 + 4 ⇒ (17) + 4 = 21 I think that bonus for knowing that there is an illusion is +4.

will-fear: 1d20 + 6 ⇒ (12) + 6 = 18

Barm attacks mummy with his sword.

to hit: 1d20 + 15 ⇒ (7) + 15 = 22
damage: 1d8 + 9 ⇒ (6) + 9 = 15

to hit: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d8 + 9 ⇒ (7) + 9 = 16


All people manage to disbelieve.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Another magic missile is fired at the same mummy from the wand
2d4 + 2 ⇒ (3, 3) + 2 = 8

Asro rewo

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

"Ah, I see what's going on here. A bit like that veil over the front door. Have to focus past it...have you seen those magic sand pictures they sell in the Sothis bazaar? So what's behind...?"

Fear: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

"Bliminey crickets. Is that all that's been bothering us?"

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:
Snorter wrote:
Is everyone remembering I'm conferring +3 to hit, +2 damage, +1 AC, +1 Reflex, and a bonus attack at full BAB with full attack?

I did not add those bonuses and I will roll for one more attack

to hit: 1d20 + 15 + 3 ⇒ (12) + 15 + 3 = 30
damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13


AoO: 1d20 + 14 ⇒ (3) + 14 = 171d8 + 10 ⇒ (7) + 10 = 17
The first mummy crumbles.

Grand Lodge

Human barbarian 7; AC 21, touch 14, flat-footed 18; hp 47/75; rage 6 (18) +2 Large bastard sword +13/+8 (2d8+9/19–20) Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps; Speed 30 ft. fly, haste

"I'm a bit concerned those guys may belong here, and we're trashing the rightful owners..."

Any sign of a sarcophagus nearby? I'm aware I don't have a great view yet.


Nope not yet.

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

They are undead. Their continued existance cannot be allowed


Its Kyras turn!
Then the remaining mummy


female Human Cleric 7 Active effects:, Delay poison: Divine Favor (+2 luck bonus to hit and dmg):Guidance: protection from evil AC: 22 currently (12 touch)

If Kyra has line of site to the mummy she stays where she is if not she 5ft steps forward to get line of site. Kyra channels to damage undead again, Sarenrae smite these un-holy creatures with your ever-burning light! channel: 4d6 + 7 ⇒ (3, 4, 1, 4) + 7 = 19DC:17 for 1/2, no channel resistance

Silver Crusade

AC 21, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 natural+4 Mage Armor) hp 44 (7d6+14) Fort +3, Ref +4, Will +6; +2 vs.

I do like the Sun domain power


So do I! Situational but if it applies, excellent!"
Resist: 1d20 + 8 ⇒ (19) + 8 = 27
The remaining mummy feels the suns power, but it is not enough to kill it.
The mummy attacks then Merisiel.
Attack: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 10 ⇒ (7) + 10 = 17
Merisiel please make a DC 16 fortitude check.
The little pests again attack the mummy, but alas some of you are also affected. (DC 13 Refl) Only Barm and Erwin have to save, too
Firebreath: 1d8 ⇒ 31d4 ⇒ 4
Resist: 1d20 + 2 ⇒ (11) + 2 = 13

The Exchange

I didnt have Bram's buff in my stat line, so my acs are really 24.18.18. If that still hits...

Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:
Helikon wrote:


(DC 13 Refl) Only Barm and Erwin have to save, too

REFLEX: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

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