City of Golden Death (Inactive)

Game Master Stetrix

Character Sheets.

Map.

City of Golden Death Treasure.

Isle of Terror.

Xin Grafar.

The Black Mist.


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Firing with grit point on my initiative.
Pistol: 1d20 + 10 ⇒ (15) + 10 = 25

Damage: Pistol + Up Close and Deadly: 1d8 + 2 ⇒ (5) + 2 = 71d6 ⇒ 5


Rapid shot: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (6) + 2 = 8


Die Hag!


Fernleaf Ivy wrote:
Btw, my Dex score now shows 19/21 and +4/+5. What is the "/" dependent on? When is it 19 and what makes it 21?

Its 21 as long as you have the magic belt equipped.

FYI anyone exiting the cabin has a double move to get their gear and move outside. next round are your shots/attacks.

Fernleaf take Perception: 1d1d6 ⇒ 2 strength damage
Rolande saves.

The captain and Ewem gather their gear and ready themselves to exit next round

The Sea hag steps 5' back from Buchart and gives him the Evil Eye!
"Take a look at this my pretty!"
Buchart make a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim.

Cela - is up you can move out if you want.
Sekkimm
Fernleaf
Buchart
Crew
Rolande
Anaba
Sea Hag

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Will: 1d20 + 5 ⇒ (13) + 5 = 18

Yo, She B$#~*! Let's dance!


Buchart wrote:
[dice= Fortitude]1d20 + 6

Will save, but that makes it anyway even if you only have a +1.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
GM Pablo wrote:
Buchart wrote:
[dice= Fortitude]1d20 + 6
Will save, but that makes it anyway even if you only have a +1.

It let me edit and saved the roll! Awesome!


I come out of the cabin ready to do battle.. Fahari is excited.

can I do anything other than move out?


Cela wrote:

I come out of the cabin ready to do battle.. Fahari is excited.

can I do anything other than move out?

Yes make a fortitude save for you and Fahari - :) that's it this round.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Fortitude: 1d20 + 9 ⇒ (13) + 9 = 22

I am coming out on deck to battle the sea hag.

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Luckily you only needed fort save!

-Posted with Wayfinder


Let's kick her ass!


My next initiative roll actions have been stated and are rolled, see up above towards the top of page!


Yup just waiting to see what Sekkimm does!


Fortitude: 1d20 + 6 ⇒ (15) + 6 = 21

for Fahari

Fortitude: 1d20 + 5 ⇒ (20) + 5 = 25

Silver Crusade

Male Half-Orc Transmuter 2

Snowball!

Snowball : 1d20 ⇒ 5 -4 into melee
damage: 5d6 ⇒ (2, 2, 3, 4, 6) = 17

-Posted with Wayfinder


Cela and Fahari move out on to the deck and make their saves.
Sekkimm throws a snow ball, but it misses.
Fernleaf hits the hag for 3 with an arrow
Rolande Hits for 13!

The nasty sea hag drops to the deck and oozes green goo from her many wounds.
Out of combat!

The captain and Ewem emerge from the cabin and inspects the situation. "Good job as usual. Toss the b~&#@ over board, and Ewem clean the deck before she stains my precious Black Mist! I'm going back to my rack."

The rest of the night goes by without incident and you didn't lose anytime.

Fernleaf -2 Strength

You find nothing valuable on the sea hag, and she is tossed overboard.
Ewen gets the mop and bucket to remove the slime from the desck before going back to bed until dawn. You feel your internal experience bar meter go up by 200 each

GMStuff D2a: 1d100 ⇒ 471d100 ⇒ 741d3 ⇒ 3
GMStuff D2b: 1d100 ⇒ 151d100 ⇒ 231d3 ⇒ 3


Back to the rack lads and lasses.


Everyone has time to rest and get their spells back (or change if you want).

After your mid day meal the captain sounds the alarm "Ahoy - Waterspout coming for us from starboard side! All hands! Reef the sails! Make fast the fore sail! Batten down the hatches! That gust could lay her upon her beam-end. This damnable lake, there is no cause for this weather!" The captain adjusts course to move away from the small waterspout.

Everyone moves on deck to help Ewem.

Anaba Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Buchart Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Cela Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Fernleaf Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Rolande Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Sekkim Perception: 1d20 - 1 ⇒ (20) - 1 = 19

Most of you notice the waterspout is not moving with the wind, but has adjusted course toward you, also there is not any bad weather in sight.

KN Planes check if you have it trained.


Lookout Ned! It's coming right for us!


All I have is engineering and local.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Roger that! New spell list working! Had new stuff to try out!


Come on gang who knows what this is?

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Knowledge Planes: 1d20 + 7 ⇒ (12) + 7 = 19

What the...?


Ghetto Knowledge crit?


AFK for about 1.5 hours.


Buchart recognizes this as a Large Water Elemental.
Speed 20 ft., swim 90 ft.
Melee 2 slams +12 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, vortex (DC 19, 10–40 ft.), water mastery

Elemental Subtype

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.

You have two rounds of actions before it reaches the ship! The first at 200' and the second at 110' then initiative. You can make two ranged attacks or other actions if you want. It is swimming on top of the water.

Dark Archive

Male Halfling Rogue L2

When appropriate:

Short Bow: 1d20 + 9 ⇒ (19) + 9 = 28 Short Bow damage: 1d4 ⇒ 4


Buchart what can we use to fight this thing?

Silver Crusade

Male Half-Orc Transmuter 2

I think normal violence will do it. It's a damper, larger version of the rock things that taught me a lesson in humility some days ago.

does my lore match that?planes: 1d20 + 7 ⇒ (17) + 7 = 24

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Finally posted spell list in discussion thread. Casting Shield at 200 ft. Then talk to Rolande and the party! At 110 ft casts Magic Missle. Sorry! Hadn't read all the post and was prepping for one round then melee. If you read my post before the edit!

Magic Missle: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Buchart squints a bit and his head twitches. As a swift action spending 1 pt of pool to Spell Recall Magic Missle. He then finds a line that is tied off to brace himself with his off hand, sword in the other!

Brace yourselves! That is a Water Elemental, Rolande, and it might be big enough to sink us! It will probably slam the boat first and if we're lucky it will board us rather than smashing the boat! They're tough!

Silver Crusade

Male Half-Orc Transmuter 2

Round 1 enlarge on Anaba.
Round 2 readied action to snowball it when it gets in range.

Snowball : 1d20 + 4 ⇒ (13) + 4 = 17
damage: 5d6 ⇒ (1, 3, 3, 6, 2) = 15

-Posted with Wayfinder


When in range and my initiative I will jump up on the wheelhouse and fire on the watery beast, grit regained from killing Sea Hag. Back up pistol on weapon cord has Dry Load ready.
acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
pistol: 1d20 + 10 ⇒ (18) + 10 = 28
Up close and deadly: 1d8 + 2 ⇒ (8) + 2 = 101d6 ⇒ 3
rapid shot: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 2 ⇒ (4) + 2 = 6


We are AFK until tomorrow.


Sekkimm knows that it has no immunities besides what was listed for elementals. It does have damage resistance (DR) 5 vs non-magical attacks.

Fernleaf hits, but the 4 points does not exceed the DR of 5.

Buchart's magic missile all goes through.

Rolande waits until the Elemental is closer in Range (110' to fire -8 to hit), but he hits with both shots! for 9 more (-5 DR on each shot)!

Sekkimm's second round he hits with a snowball for 15!

Every one will have 2 attacks - go ahead and make them both (if you have not already!)

Water Elemental -34

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

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

Whiffle Missle!


Using second grit point for another attack.Somersault off wheelhouse into kneeling two handed stance.
acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14
Pistol: 1d20 + 10 ⇒ (2) + 10 = 12
Up close & deadly: 1d8 + 2 ⇒ (3) + 2 = 51d6 ⇒ 6
Rapid shot: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 2 ⇒ (1) + 2 = 3


would fire attacks affect this guy at all?


I attack with my sling
Sling: 1d20 + 4 ⇒ (15) + 4 = 19

Sling damage: 1d4 + 2 ⇒ (4) + 2 = 6

Then I will cast Summon Natures Ally I (dolphin) to fight for us


I will be away from computer most of the day... until after 9pm I will be able to check posts some on my phone but not post much if at all the algorithms dont work well from my iphone.. Brent will post for me if it is needed to keep game moving, He is really busy too so it may be intermittent.

Dark Archive

Male Halfling Rogue L2

I can't get past damage resistance and poison has no effect. I seriously need better weapons...

I will yell at the elemental

"Flee, you silly melding-with-the-water individual. You better go away or we shall turn you into ice and pour lemonade over you and drink you up!!!!"

Intimidate: 1d20 + 1 ⇒ (15) + 1 = 16

Dark Archive

Male Halfling Rogue L2

"Now go away or we shall taunt you a second time! Your mother was an iceberg and your father smelt of sulphur water."

I stick my thumbs in my ears and flap my fingers forward and back. I will also stick out my tongue. And make fart noises.


The translucent creature's shape shifts between a spinning column of water and a crashing wave as it moves toward the ship. The ship's crew move about securing lines and adjusting sails.

Buchart adds 4 more points from his magic missels

Cela hits for 6 with her sling, but only 1 goes through. She then summons Flipper (who will arrive next round)

Rolande Shoots twice missing and hitting, but the damage does not go through.

Fernleaf taunts the Elemental, but does not speak in Aquan, so the Elemental ignores him.

Jen is offline, so will roll to move the combat forward
Anaba +4 Long Composite Bow: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 4 ⇒ (2) + 4 = 6
Anaba +4 Long Composite Bow: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 4 ⇒ (6) + 4 = 10
Hits for 6 points after DR

Water Elemental -45

Anaba Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Buchart Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Cela Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Fernleaf Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Rolande Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Sekkim Initiative: 1d20 + 8 ⇒ (16) + 8 = 24
Water Elemental Initiative: 1d20 + 2 ⇒ (3) + 2 = 5


Die Beasty!
Pistol: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 2 ⇒ (1) + 2 = 3
Rapid fire: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 2 ⇒ (2) + 2 = 4


Wow.. this guy is in big trouble everyone can get another round of ranged attacks or prepare a readied combat action. It is 20' off the ship...this is not going to end well from him

A very large Anaba prepares to great the elemental with her broadsword, should it decide to advance on the ship.


AFK until after 1pm

Silver Crusade

Male Half-Orc Transmuter 2

does the enlarge help either of Anna's arrows?

Delay until just before the elemental, then snowball.

Snowball : 1d20 + 4 ⇒ (2) + 4 = 6
damage : 5d6 ⇒ (5, 3, 3, 6, 1) = 18

If elemental can be staggered and i hit, it needs a dc 15 fort save.

-Posted with Wayfinder


Sekkimm wrote:

does the enlarge help either of Anna's arrows?

Delay until just before the elemental, then snowball.

[dice=Snowball ]1d20+4
[dice=damage ]5d6

If elemental can be staggered and i hit, it needs a dc 15 fort save.

-Posted with Wayfinder

Arrows when fired return to standard size. "Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell."

The elemental has immunity to bleed, paralysis, poison, sleep effects, and stunning
From Paizo Errata (I had to look this up, good question!): Immune EFFECT: A creature that is immune to a specific condition is also immune to all derived lesser conditions. For example, a creature with Immune Stun also has Immune Dazed, but does not have Immune Helpless. [7/29/08]
So...
Immune Helpless = Also Immune Stun, Staggered and Dazed.
Immune Stun = Also Immune Staggered and Dazed.
Immune Staggered = Also Immune Dazed

Buchart, Cela, Fernleaf are up!!

Dark Archive

Male Halfling Rogue L2

I will move to the point on the map and make sure I don't fall overboard. I will tie off a rope to the railing and tie myself off to the rope, just in case. I don't seem to have Rope Use on my sheet? Surely I can tie a little rope! I am a halfling! We tie knots in things just to have something to do on a Wednesday night.

Otherwise, not wasting arrows on the elemental.


Posting for Cela who is out
Cela has Flipper attack the elemental.
Dolphin: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (4) + 1 = 5 miss
She casts Lockjaw on Fahari and steps back from the rail.
Fahari moves to the rail in anticipation of biting into an elemental (prepared action)

The Water Elemental -45 considers it's actions and although a rash creature, is not suicidal. He descends quickly into the depths and runs away from the onslaught of spells, arrows, dolphins, giant sailor women, lions and intimidating halflings...Out of Combat! 1600xps!

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