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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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.

Hey, we hit 350+ posts


Found them, no problem.
Barm: 23 (Lost 4 levels) Heroism MI1 is good: 1d6 ⇒ 41d5 ⇒ 41d4 ⇒ 21d3 ⇒ 2 Barm mangages to destroy all mirror images
Bramble: casts heroism
Seoni: is dying
Merisiel: MI1 is good: 1d2 ⇒ 1 manages to hit (Does sneak attack work with mirror image?)
Kyra: casts airwalk
Erwin: hurts the gargoyle
All fine? Can I continue?
Round 4
Badru is badly hurt
the Gargoyle is hurt

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.

Stabilize from last round
1d20 + 1 ⇒ (6) + 1 = 7


BTW sorry no flanking. No sneak attack. A good point! Full sneak attack

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.

If he is blind though wouldnt he be considered flat footed and she would be able to sneaky sneak attack him right?

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:

Barm hits again with his longsword.

to hit. haste, inspire courage, heroism: 1d20 + 11 + 1 + 2 + 2 ⇒ (1) + 11 + 1 + 2 + 2 = 17
damage: 1d8 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15

to hit. haste, inspire courage, heroism: 1d20 + 11 + 1 + 2 + 2 ⇒ (11) + 11 + 1 + 2 + 2 = 27
damage: 1d8 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18

to hit. haste, inspire courage, heroism: 1d20 + 6 + 1 + 2 + 2 ⇒ (16) + 6 + 1 + 2 + 2 = 27
damage: 1d8 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21

I did include 4 negative levels now

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

If Erwin's in the air, that takes some heat off us on the ground, so maintain inspiration, and get myself over to Seoni and stabilise her with a cure light wand.

Cure: 1d8 + 1 ⇒ (2) + 1 = 3

"Don't die on us, dandelion head; it'll dent our prestige."


Before Barm can attack Badru runs away. Barm tries to attack him but fumbles.
The sceandar moves down and touches Bramble.
Touch: 1d20 + 14 ⇒ (8) + 14 = 22
Bramble please make a fort save

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

"Gaaah! Feck off, you purple freak!"

Fortitude: 1d20 + 6 ⇒ (14) + 6 = 20

Magic Circle increases resistance bonus from +1 to +2, so 21.


@ Bramble successfully saves against the harm. He takes only 45 damage.
Merisiel can make an AoO.


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)

Kyra channels using selective channel to exclude the Gargoyle and Bardu channel: 4d6 ⇒ (5, 5, 1, 6) = 17*edit* sorry guys no +7 that's only against undead...but hey it's 17hp! yeah! Kyra then 5' steps to near the wall.

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

Maintain inspiration, ready heroism for Erwin to come in reach.

"Erwin! Diagonal step!
Seoni! Enlarge Erwin!
Me! Heroism on Erwin!
Then Erwin full attack.
Kyra, keep healing, or pour flames on it.
End this now."

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

(this will require readied actions from me and Seoni, so is one of those times when action order matters)

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,

Erwin will delay to ensure everyone is ready. Then he will 5 ft. adjust downward.

Watching as the the Halfling managed to resist doubling over as the deadly magic flowed through him, Erwin nodded and caught the eyes involved in Bramble's plan. Then he stepped downward.

His body coursing with magical energy, Erwin proceeded to swing at the offending outsider creature with all he had.

Attack 1: 1d20 + 19 ⇒ (4) + 19 = 23

Damage: 2d6 + 23 ⇒ (4, 1) + 23 = 28

Haste Attack : 1d20 + 19 ⇒ (6) + 19 = 25

Damage: 2d6 + 23 ⇒ (4, 4) + 23 = 31

Attack 2: 1d20 + 14 ⇒ (8) + 14 = 22

Damage: 2d6 + 23 ⇒ (3, 4) + 23 = 30


A few things. Enlarge person won't work this round as this is a full round action. Unenlarged you can walk to him thanks airwalk and attack once

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

Yes, my mistake.
Enlarge would have to be a delay, not a ready..
Unless she can roll five feet over to him, and do it before he moves.
Problem sorted.

The Exchange

"Where are you going?"

AoO: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19
Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Sneak: 4d6 ⇒ (2, 4, 3, 3) = 12

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 was dying and now I'm not, that's super she says as she opens her eyes.

Had to pyll a Big Gay Al

[

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 will begin casting Enlarge person on the pally though it is a full round action.


As he can see again no sneak

The Exchange

Okie doke, thought I was flanking but wasn't sure

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
COREICPC wrote:

I was dying and now I'm not, that's super she says as she opens her eyes.

Had to pyll a Big Gay Al

I'm super, thanks for asking,

And now I'm jumping back into the game.
I'm a trooper, and I'll keep blasting,
As long as I've one hit point to my name!

(jazz hands)

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.

Spirit Fingers right back at ya!

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:

Whose turn is now?


Barm and Merisiel still have actions this turn

The Exchange

Meri chases after the strange construct, unwilling to let him get away. Double move to adjacent, maintain melee distance

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.

Don't let him get away! she says.

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:

Barm moves after Badru.
(move and haste move)

Then strikes with sword.

to hit haste, inspire courage, heroism: 1d20 + 15 + 1 + 2 + 2 ⇒ (10) + 15 + 1 + 2 + 2 = 30
damage: 1d8 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17

The Exchange

Ahhh, totally forgot about haste. I should have enough movement to attack as well. Also if he is actually running away, or if I can get there after Barm, sneak.

Attack: 1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Sneak: 4d6 ⇒ (1, 2, 2, 2) = 7

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

Have you enough movement to get the other side of Badru?
You may have to risk an AoO, if you can't afford the double cost of his threatened squares.

The Exchange

Think so, I was 8 squares away at beginning. You're right probably need acrobatics...

Acro: 1d20 + 20 ⇒ (19) + 20 = 39

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.

Great roll


Nope you do not manage to sneak as he moved full 12 fields. So did you two. I am not even sure you can see anything as this is a breach and not illuminated. But for the sake of it you can still see him.
MI 2bad for you: 1d2 ⇒ 2 Barms attack destroys the last mirror image.
Merisiel nearly destroys him.
3 hp left.
Round 5.
Suddenly in the great room there is only darkness.
Barm


Badru uses his wand again.
MI: 1d4 + 1 ⇒ (4) + 1 = 5 5 Mirror images spring to life
He then moves away from you. You get two AoO.

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.

we can do it! :)


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)

GM not too sure where the darkness is. Where the majority of the group is or where the two who broke off in pursuit of Bardu are?

The Exchange

I failed to add haste damage to my attack, so shouldve been another +2dmg making bardu at 1hp. Sorry, feel like Im sure making a lot of mistakes this game, playing pregens is not as easy as I expected!

Meri stabs forth as the mechanical man flees...

AoO: 1d20 + 11 + 3 ⇒ (1) + 11 + 3 = 15
Dmg: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

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:

Barm attacks when Badru tries to move.
to hit to hit haste, inspire courage, heroism:: 1d20 + 15 + 1 + 2 + 2 - 4 ⇒ (15) + 15 + 1 + 2 + 2 - 4 = 31
damage: 1d8 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18

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.

Playing a character you are not familiar with is not always the funnset thing to do


The room with the gargoyle is dark.
MI 1 hits: 1d6 ⇒ 5
MI 1 hits: 1d5 ⇒ 4
Pathfinders are up.

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 paladin gets biggy wiggy now doesnt he?


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)

Kyra growls in frustration at the gargoyles tactics. Hold everyone! I'll get us some light back! Kyra mumbles angrily as, she takes out a vial from her pouch and begins to apply it to her shield. Suddenly the room is awash with light again.

the light situation:
GM I just applied Oil of Daylight to my shield. It's a 3rd level spell so it will cancel out almost all darkness effects and even cause Deeper darkness to increase the light ambiance by one shade ie: dim light: so 20% miss chance and rouge types can seek 'cover' if they're more than 5' from adversary I have a 60' radius so the whole room will either be brightly lite (ie the gargoyle used darkness or some other similar ability) or it will have dim light (the gargoyle had 'deeper darkness ability) for 60' all around Kyra.
(PS the rest of the party should hold action until Kyra goes so they can actually see.


It stays dark.

The light situation:
Unless otherwise noted, the ceilings are 20 feet high, the rooms are carved from the surrounding
granite, and the original magical illumination has failed,
leaving this area in complete darkness.

You brought light in total darkness. Dim light.
Deeper darkness negates dim light by two steps.
Deeper darkness still negates the daylight here and the natural darkness is still dominant

THe paladin increases in size.

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