Chronicles of the Silver Rose Company

Game Master Patrick Curtin

This campaign is my attempt to play a canonical Planescape campaign using the updated Pathfinder ruleset. The game actually predates the release of Pathfinder, but we have managed to update as we have needed.


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Bribes always welcome

Rock You Like A Hurricane Rd 1

25 Hamar PENDING [quick action activate stone]
24 Justin PENDING
19 Manhayth PENDING
17 Merle [hasting group. Everyone below has haste this rd]
16 Karrin PENDING
16 Mel PENDING
14 Blayze PENDING
14 Alessia PENDING
10 Flying Polyp PENDING

The polyp corkscrews high in the air, like an offense to reality. Its structure seems to fade into translucency and even vanish in certain sections as it hovers above the black pyramid. Gusts of foul wind begin to blow about the party, and black thunderheads start to boil up in the clear sky above them, blocking the bizarre flaming eye in the sky.

post the actions up!


Reposted Map


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Holding for the moment.


Human Wiz 12 (Evocation)

Re-posting for top of page. :)
Round 1-As previous. 6th lvl summoning spell, full round casting. Started at top of Round 1, summons appears & acts top of Rnd 2. (Keep the squishy alive! Please!) ;P


Bribes always welcome

Rock You Like A Hurricane Rd 1

25 Hamar PENDING [quick action activate stone]
24 Justin [Summon Spell begun - RD 2 manifest]
19 Manhayth [ranged atk polyp - Miss]
17 Merle [hasting group. Everyone below has haste this rd]
16 Karrin PENDING
16 Mel PENDING
14 Blayze PENDING
14 Alessia PENDING
10 Flying Polyp PENDING

Manhayth brings his bow up and fires off a few arrows at the distant abberation

Atk 1: 1d20 + 20 ⇒ (7) + 20 = 271d8 + 6 ⇒ (4) + 6 = 10
Atk 1: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 6 ⇒ (1) + 6 = 7
Atk 1: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 6 ⇒ (5) + 6 = 11

The polyp is unnaturally fast and agile, jinking and swooping to evade the shafts as they speed towards it

OK folks, post actions. Map is still the same. The polyp seems to be holding its place and not descending


female human wight fighter (armor master) 8 / furious guardian 2

Currently waiting to see what the others do. Alessia doesn't really have anything in the way of ranged attacks, and even if she did, she isn't quite in her right mind at this point. Maybe charge in as bait?


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

It's just far enough away that tactically speaking, Hamar wouldn't want to get near it without the ability to maneuver/dodge its attacks. With Manhayth's shots missing (and he's a better shot than Hamar) my ranged options are no good, so the Barbarian too is continuing to hold, for now!


Bribes always welcome

Ok. We seem to be at a bit of an impasse. If I don’t hear anything by this afternoon, I’ll assume the party is holding actions and have the polyp go


female Tiefling 12th level Duskblade

I might have gotten this fight confused with the other one.

Karrin will try to distance herself from the group somewhat in case of madness and cast true strike.

Moving to P15


Human Wiz 12 (Evocation)

Justin's summons will arrive top of round two, so he is out for rest of this round. Honestly, not sure whether to suggest that we all group up to cover each other? OR spread out so as not to provide easy group target for an unknown AoE! ;P

You KNOW the GM is getting good at throwing curveballs, when things like this happen! :D (I dont think the characters are being cautious, it's the PLAYERS!) ;P heheh

I guess if anyone has any (not-yet-cast) defensive spells, This might be the time?? ;)


Human Wiz 12 (Evocation)
Karrin Kind wrote:

I might have gotten this fight confused with the other one.

Yeah, I might be guilty of that too. :) (To be fair, I'm pretty confused IRL right now.) ;P


Bribes always welcome

Fair enough

The party readies weapons as they asses this threat. The abberation whirls through the air, spinning faster and faster. As it whirls a small funnel cloud descends to the pyramid.


Whirlwind


Bribes always welcome

OK. The whirlwind touches down on Justin ‘s head, then moves south 60’, hitting Alessia, Karrin, Mel, and Blayze. I need a reflex save from all targeted


Human Wiz 12 (Evocation)

The wizard's eyes widen.
He doesn't stop his chanting, but the (slightly) panicked look on his face says it all,...

"You have GOTTA be kidding me!"

Ref: 1d20 + 8 ⇒ (19) + 8 = 27


female Tiefling 12th level Duskblade

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15


AC: 28 INIT: +4 F:7 R:3 W:7 Perception +17 hP 76 [28] Human (Oerthian-Suel) Cleric 10

The DC is 23. If you fail the first roll, you take 3d6 damage. Then you roll a second reflex save. If that one fails the whirlwind picks you up and tosses you about for 1d8 per round until the spell finishes

Mel Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Damage: 3d6 ⇒ (1, 1, 1) = 3

Mel Reflex2: 1d20 + 3 ⇒ (19) + 3 = 22

Mel yells as he is sucked into the air by the miniature tornado. It tumbles him about, the sound of his plate mail rattling together is like someone doing dishes with vigor

Damage: 1d8 ⇒ 2


Bribes always welcome
Karrin Kind wrote:
[Reflex]

Initial damage: 3d6 ⇒ (3, 4, 5) = 12

Give me another reflex save please, Karrin


female human wight fighter (armor master) 8 / furious guardian 2

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Reflex: 1d20 + 4 ⇒ (13) + 4 = 17


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Round 1

Hamar will fly towards the creature about 80' ending up 20' away (still flying).


female Tiefling 12th level Duskblade

2nd Reflex save: 1d20 + 8 ⇒ (14) + 8 = 22


Bribes always welcome

Alessia’s damage: 3d6 + 1d8 ⇒ (1, 4, 4) + (1) = 10

Karrin’s addl damage: 1d8 ⇒ 5

The whirlwind picks up the doughty tiefling and dour wight , tumbling them alongside their cleric. The wind buffets them, bits of gravel striking them like slingshots


Bribes always welcome

Rock You Like A Hurricane Rd 1

25 Hamar [flying to position ]
24 Justin [Summon Spell begun - RD 2 manifest]
19 Manhayth [ranged atk polyp - Miss]
17 Merle [hasting group. Everyone below has haste this rd]
16 Karrin [held in whirlwind]
16 Mel [held in whirlwind]
14 Blayze PENDING
14 Alessia [held in whirlwind]
10 Flying Polyp [Whirlwind]

Once we have Blayze’s reflex we can move on


female human wight fighter (armor master) 8 / furious guardian 2
Dungeon Monkey wrote:
Alessia’s damage: 3d6 + 1d8 ⇒ (1, 4, 4) + (1) = 10

DR is currently sitting at 12 (if I read the feat correctly), and 6 (if I didn't), so Alessia either takes 0 or 4 damage.


Human Wiz 12 (Evocation)
Alessia of Keoland wrote:
Dungeon Monkey wrote:
Alessia’s damage: 3d6 + 1d8 ⇒ (1, 4, 4) + (1) = 10
DR is currently sitting at 12 (if I read the feat correctly), and 6 (if I didn't), so Alessia either takes 0 or 4 damage.

Until Alessia joined us, I hadn't realized how AMAZING DR is. (Unless the monsters have it, of course!) ;P


OK, I’m going to roll Blyaze’s reflex

Blayze Reflex: 1d20 + 14 ⇒ (12) + 14 = 26

The agile gunslinger manages to evade the whirling winds


Bribes always welcome

OK. To keep this rolling, we are heading to round 2. Those trapped inside the whirlwind cannot make any actions until released. Everyone within the whirlwind takes 1d8 ⇒ 7 damage in round 2. Please post up actions - those that have them


Bribes always welcome

Rock You Like A Hurricane Rd 2

Group is now >HASTED< for 2/11 rds

25 Hamar PENDING
24 Justin [Summon Spell complete - other action pending]
19 Manhayth PENDING
17 MerlePENDING
16 Karrin [held in whirlwind]
16 Mel [held in whirlwind]
14 Blayze PENDING
14 Alessia [held in whirlwind]
10 Flying Polyp [Whirlwind]

The spinning abberation drifts southwards, the tornado descending from its horrid form following suit. Karrin, Alessia, and Mel tumble within the buffeting winds


Female catfolk sorceror 11

"Oh for would you lot quit playing around." Merle unleashed a barrage of magic missiles on the thing

Magic missile + Quikend magic missile combining for ease: 10d4 + 10 ⇒ (3, 4, 3, 1, 1, 3, 1, 1, 2, 1) + 10 = 30


Human Wiz 12 (Evocation)

The wizard, somehow managed to evade the 'Tornado of Terror', and maintain his summoning chant. (Amazing what a strong sense of self-preservation can accomplish. And an Adrenaline rush never hurt either.)

Justin finishes his conjuration with a verbal flourish, and a look of what can only be relief.
From the glowing circle of runes in front of him emerges a large creature.
The top half of a very tall, beautiful, and winged elven woman emerges from the circle. Followed by the bottom half of a large snake tail.

The Azata hovers in the air before her summoner, a look of mild amusement on her seductive features.

"Hail Lillend!" Justin calls to the Azata.
"We face a most bizarre interplanar foe. I request your aid with support and healing my comrades while fighting it."

The wizard grins. "And, if you can help us to kick it's semi-ethereal backside, that would be great too."

The winged elvish-serpent lady throws back her head and laughs. It is a pleasant, musical sound.

"This should prove to be interesting. I shall aid you human wizardling. Kindly make the battle a tale worth telling!"

The Lillend Azata unslings a small harp, and begins strumming and singing.

Azata, Lillend
The Lillend will start by using Bardic abilities, as a 7th lvl Bard. 'Inspire Courage', +2 Morale Bonus vs Charm & Fear Effects, & +2 Competence Bonus on to hit and dmg rolls.

Merle wrote:
"Oh for,... Would you lot quit playing around." Merle unleashed a barrage of magic missiles on the thing.

Justin pulls out his Blasting Rod and points it at the crazy critter.

"I'm not sure I'd call it playing,... Shazbot!"
Justin unleashes his own barrage of magical bolts on the creature.

Magic Missile, 'Standard' max + Evocation Bonus +Rod bonus
5d4 + 5 + 6 + 1 ⇒ (4, 2, 3, 1, 4) + 5 + 6 + 1 = 26

SHORT version, Summon appears and starts Inspire Courage (+2), Justin's round 2 is casting magic missile.


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Round 2

The Barbarian will pause waiting for the Wizard's assistance to arrive. He welcomes the uplifting music but was hoping for a combatant who would attack directly!

No matter! Hamar will fly at the creature and make a series of attacks much in the same manner he would if he were grounded!

Activate Dervish Dance. Fly 20'

Keen/Planar Scimitar 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22
Damage 1d6 + 4d6 + 4 + 2 + 2 ⇒ (6) + (1, 4, 1, 1) + 4 + 2 + 2 = 21

The Barbarian will then disengage and fly back at the foe for a second pass. Fly 20' past and then 20' back at the foe.

Acrobatics - Disengage 1d20 + 26 ⇒ (16) + 26 = 42

Vorpal Scimitar 1d20 + 15 + 2 + 2 ⇒ (3) + 15 + 2 + 2 = 22
Damage 1d6 + 4d6 + 6 + 2 + 2 ⇒ (1) + (3, 2, 3, 1) + 6 + 2 + 2 = 20

He disengages once more taking an erratic flight plan to avoid attacks if possible. Hamar ends up 20' away again. That is 80' of his 90' of fly movement for the round.

Acrobatics - Disengage 1d20 + 26 ⇒ (10) + 26 = 36


Bribes always welcome

Rock You Like A Hurricane Rd 2

Group is now >HASTED< for 2/11 rds

25 Hamar: Miss
24 Justin: Mag miss (26)
24 Lillend: Inspire Courage (+2)
19 Manhayth BOW ATTACK -miss
17 Merle: mag miss (30)
16 Karrin: [held in whirlwind]
16 Mel: [held in whirlwind]
14 Blayze PENDING
14 Alessia: [held in whirlwind]
10 Flying Polyp [Whirlwind]

Manhayth draws his bow, and lets loose a volley of arrows

1d20 + 19 ⇒ (1) + 19 = 201d8 + 6 ⇒ (4) + 6 = 10
1d20 + 19 ⇒ (2) + 19 = 211d8 + 6 ⇒ (2) + 6 = 8
1d20 + 14 ⇒ (9) + 14 = 231d8 + 6 ⇒ (6) + 6 = 12
1d20 + 9 ⇒ (6) + 9 = 151d8 + 6 ⇒ (2) + 6 = 8

The winds about the abberation send his arrows spinning off into the cloudy sky. The whirlwind takes the hapless party members and drags them closer to the edge of the pyramid!

Blayze is the only one with no posted actions


Bribes always welcome

OK. I’m going to assume Blayze isn’t going to
Post. Let’s close this round out and start with new actions.


Bribes always welcome

Rock You Like A Hurricane Rd 3

Group is now >HASTED< for 3/11 rds

25 Hamar: [Pending]
24 Justin: [Pending]
24 Lillend: [Pending]
19 Manhayth: [Pending]
17 Merle: [Pending]
16 Karrin: [held in whirlwind
16 Mel: [held in whirlwind]
14 Blayze: [Pending]
14 Alessia: [held in whirlwind]
10 Flying Polyp [Whirlwind]

Manhayth draws his bow again, and lets loose another volley of arrows

1d20 + 19 ⇒ (4) + 19 = 231d8 + 6 ⇒ (4) + 6 = 10
1d20 + 19 ⇒ (15) + 19 = 341d8 + 6 ⇒ (6) + 6 = 12
1d20 + 14 ⇒ (16) + 14 = 301d8 + 6 ⇒ (6) + 6 = 12
1d20 + 9 ⇒ (8) + 9 = 171d8 + 6 ⇒ (1) + 6 = 7

Post actions please


Female catfolk sorceror 11

Merle unleashes another magic missile barrage

Magic Missile: 5d4 + 5 ⇒ (1, 1, 1, 4, 1) + 5 = 13


Human Wiz 12 (Evocation)

"Immune to a lot, weak to Electricity. Let's test that vulnerability, shall we?"

Justin pops the wand from his wrist-sheath into his hand, and levels it at the fast-moving nightmare.

Lightning bolt (wand): 6d6 ⇒ (3, 3, 5, 5, 4, 2) = 22

Sadly, my evocation bonuses do not count for wands.

Everyone remember your Haste bonus, and +2 Att/Dmg bonuses from the Azati's Inspire Courage!


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Round 3

Dervish Dance - 20% Miss Chance Ranged Weapons - Hasted - +2 Att/Dmg bonuses

Hamar attacks yet again!

Fly 20'

Attack #1 - Keen/Planar Scimitar 1d20 + 14 + 2 + 2 + 2 + 1 ⇒ (9) + 14 + 2 + 2 + 2 + 1 = 30
Damage 1d6 + 4d6 + 4 + 2 + 2 + 2 ⇒ (5) + (6, 6, 4, 3) + 4 + 2 + 2 + 2 = 34

The Barbarian will then disengage and fly back at the foe for a second pass. Fly 20' past and then 20' back at the foe

Acrobatics - 1d20 + 26 ⇒ (15) + 26 = 41

Vorpal Scimitar 1d20 + 15 + 2 + 2 + 2 + 1 ⇒ (12) + 15 + 2 + 2 + 2 + 1 = 34
Damage 1d6 + 4d6 + 6 + 2 + 2 + 2 ⇒ (2) + (1, 1, 5, 6) + 6 + 2 + 2 + 2 = 27

He disengages once more taking an erratic flight plan to avoid attacks if possible. Hamar ends up 20' away again. That is 80' of his 90' of fly movement for the round

Acrobatics - Disengage 1d20 + 26 ⇒ (15) + 26 = 41


Bribes always welcome

I have been remiss, and it is my bad - but this thing has SR 25. Could I get a few caster rolls for the casters? Only this round’s magic, anything older I’ll assume passed. Also, Hamar, did you roll the 20% miss chances on your latest attacks? I don’t see them

The spinning mass of gelatinous cancerous flesh howls as the party attacks. Their friends whirl around in the miniature tornado sweeping them closer to the pyramids edge


Human Wiz 12 (Evocation)

Sorry (my memory is worse than usual, due to stressful relationship with my son right now, and surgical recovery is not helping) ;P Do I use my OWN CR roll for wands?? (I know i use my own for STAFFS), Thx


Lets go with that. I’m too tired to search for that corner case r/n


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

I have 20% miss chance, he have 20% miss chance, this is no good!

1d100 ⇒ 40
1d100 ⇒ 6


Bribes always welcome

The shifting/phasing abomination seems to fade out just as Hamar's vorpal scimitar goes snicker snack. The blade whistles through empty space


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Hamar grimaces as his first strike misses and the second, well, appeared to connect with an illusionary version of the creature.


Bribes always welcome

Attack number 1 actually hit


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=114/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)
Dungeon Monkey wrote:
Attack number 1 actually hit

Excellent!


Female catfolk sorceror 11

test to overcome sr 1d20 + 16 ⇒ (8) + 16 = 24


Human Wiz 12 (Evocation)
D. Kong, Esq. wrote:
Lets go with that. I’m too tired to search for that corner case r/n

I get it, believe me! Will roll as such for now. Thx.

Caster level Check 1 (magic missiles)
1d20 + 16 ⇒ (19) + 16 = 35

CL Check 2 (Lightning bolt Wand)
1d20 + 16 ⇒ (17) + 16 = 33


Bribes always welcome

Rock You Like A Hurricane Rd 3

Group is now >HASTED< for 3/11 rds

25 Hamar: [hit/miss]
24 Justin: [magic missiles]
24 Lillend: [inspire]
19 Manhayth: [hit/miss]
17 Merle: magic missle -fail SR]
16 Karrin: [held in whirlwind]
16 Mel: [held in whirlwind]
14 Blayze: [gun jammed]
14 Alessia: [held in whirlwind]
10 Flying Polyp [Whirlwind + Windblast]

Blayze attempts to fire her guns, but there is a jam

I'm wicked busy and don't have time to DMPC Blayze. I'm going to run her as a silent NPC for now unless someone has the time to adjudicate her actions

The three trapped in the whirlwind are swept off the top of the pyramid into open space. The whirlwind seems to be just traveling a straight line roughly southwest. Everyone inside please take 1d8 ⇒ 7 damage. Those held within the whirlwind are trapped, but they can commit personal actions. Mel seems to be chugging a potion. He screams something into the wind Perception checks for those in the whirlwind.

Meanwhile a horrid burst of fetid scalding wind hits those still on the pyramid with tornado-like force.

Everyone not in the whirlwind make a DC 26 Reflex or take 14d6 ⇒ (1, 1, 2, 3, 1, 4, 1, 1, 6, 1, 4, 2, 3, 1) = 31 damage. Reflex halves. Anyone who is flying levitating must make a DC 25 Fly check or be pushed 2d6 ⇒ (1, 3) = 4 40 feet back from the polyp and suffer 2d6 ⇒ (2, 1) = 3bludgeoning damage

ROUND FOUR! POST THEM ACTIONS UP!


DM Bidness

Spoiler:
Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot- radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check [huge] or blow away [large or smaller] flying creatures as if they were tornado-strength winds. DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage.


NEW MAP!

Rags, I apologize, but I forgot to put your Azata on the map. I will rectify this next time

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