Cult of the Ebon Destroyers (Inactive)

Game Master Brian Minhinnick

Roll20 Campaign


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Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

LOL


Dra'Kuran "Drake the Streetrat" wrote:

Drake looks across the street and selects a suitable rock. It flies through the window and into the nearest thug's skull.

[dice=TK blast vs. orange]1d20+14[/dic]
[dice=damage]3d6+13
[dice=sneak attack]2d6

(o_o)

Even a 374 misses on a natural 1.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

What the ????? That's what I get for posting when I'm half asleep

TK attack: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 3d6 + 13 ⇒ (4, 6, 2) + 13 = 25
sneak: 2d6 ⇒ (4, 4) = 8


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

I think I figured it out. I must not have closed the first dice tag right.


Male Shabti Unchained Summoner (Soulbound)

Annurian focus and attacks, as a standard action. His entire body seems to catch fire as he does it, and it's clear it's taking a toll on the health of the Ifrit himself, who doesn't seem to care much. From his flames, he commands an eruption from the floor, between two thugs (red and green). Blue flame comes in a 10-foot radius pillar, growing up to 40 ft. in the air.

Eruption Blue Flame Blast; cost of 2 burn (16 NL); Reflex 19 for half

Damage: 8d6 + 7 ⇒ (2, 4, 6, 3, 5, 2, 1, 4) + 7 = 34

Searing Flesh is now active; Overflow +2/+4

The siccatite weapons burn red on his hands. He prepares to move towards the enemies on his turn.

If possible I'll 5-foot-step forward


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

As powers are activated and chaos erupts Harsk, ever stony, waits for a moment...

I want to hold my action to see how the actions so far unfold on my potential targets. Is Annurian's attack going to stand?


Yes.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Sorry, can you tell me does the combination of Drake and Annurian take anyone out? I am trying to figure out if I should mop up or play interference for Nalina to get her a better shot?


Back home, sorry for the long absence.

Surprise Round

Drake looks across the street and selects a suitable rock. It flies through the window and into the nearest thug's skull. The man reels, but does not fall.

Annurian focuses himself. His entire body seems to catch fire as he does so, and it's clear it's taking he's drawing on too much energy. He doesn't seem to care much. His skin boils and burns off as a massive forty foot tall gout of fiery destruction erupts through the floor of the silk mill. Annurian crisps and as cinders burn through his body, leaving only an ashen replica of what was once a man. The silk mill is immediately lit on fire, and begins burning rapidly.

Ref saves: 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (5) + 8 = 13

The two men are burned badly.

Need the rest of y'all's actions please.

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

The element of surprise done, Nalina throws open the door.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Drake fades from view again and leaps quietly into the room. The fire makes an excellent distraction. Though he'll need to take care if the fire spreads too fast.

acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17
stealth: 1d20 + 26 ⇒ (10) + 26 = 36


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk motions with one his hands and brings forth a large ball of earthen brik-a-brak and throws it at one of the flailing survivors of Annurian's attack...

Attuned Kinetic: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 4d6 + 9 ⇒ (6, 5, 4, 1) + 9 = 25

Satisfied with the effect, HArsk move to follow after Nalina...


Surprise Round

Drake looks across the street and selects a suitable rock. It flies through the window and into the nearest thug's skull. The man reels, but does not fall.

Annurian focuses himself. His entire body seems to catch fire as he does so, and it's clear it's taking he's drawing on too much energy. He doesn't seem to care much. His skin boils and burns off as a massive forty foot tall gout of fiery destruction erupts through the floor of the silk mill. Annurian crisps and as cinders burn through his body, leaving only an ashen replica of what was once a man. The silk mill is immediately lit on fire, and begins burning rapidly.

The element of surprise done, Nalina tries to throw open the door, and finds it barred from the inside.

Harsk motions with one his hands and brings forth a large ball of earthen brik-a-brak and throws it at one of the flailing survivors of Annurian's attack. The man's burning head explodes in a gout of shattered bone and smoking gore.

End of Surprise Round
=======================================
Begin Round 1

Party Init: 3d20 + 2 + 4 + 6 ⇒ (19, 4, 8) + 2 + 4 + 6 = 43
Thug Init: 3d20 + 12 ⇒ (2, 18, 12) + 12 = 44

The thugs run further into the mill, shouting "Inturders!"

Drake fades from view again and leaps quietly into the room. The fire makes an excellent distraction. Though he'll need to take care if the fire spreads too fast.

His worries prove true, as the flames begin spreading rapidly.

Need everyone except Drake for round 1


The windows with red squares are broken out. Need a DC 14 Acrobatics check to leap through without cutting yourself. Failure means you take 2d4 piercing/slashing damage on the way through.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Drake moves up. As he begins to draw a bead on the straggler, he hears them struggling with the door. With a silently mouthed curse word, he shifts focus to opening the door

disable device: 1d20 + 20 ⇒ (16) + 20 = 36

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Nalina, finding the door barred, moves back over to the window. Seeing the fire spreading so quickly, she fires off a huge blast of water at the edge to try to quench it.
water blast: 1d20 + 11 ⇒ (7) + 11 = 18 water: 4d6 + 9 ⇒ (2, 2, 5, 1) + 9 = 19
Using water blast to quench the fire as much as possible. Not sure how many squares that'll quench, but as many as possible is what she's going for.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Acrobatics: 1d20 + 17 ⇒ (19) + 17 = 36

Harks takes a standing leap and rolls into the building. One there he targets the runner (Orange) with another ball of earth and glass.

Kinetic Blast: 1d20 + 9 ⇒ (3) + 9 = 12
Damage?: 4d6 + 9 ⇒ (4, 6, 1, 2) + 9 = 22 Somehow I doubt it.


Round 1

The thugs run further into the mill, shouting "Intruders!"

Drake fades from view again and leaps quietly into the room. The fire makes an excellent distraction. Though he'll need to take care if the fire spreads too fast.

His worries prove true, as the flames begin spreading rapidly.

Nalina, finding the door barred, moves back over to the window. Seeing the fire spreading so quickly, she fires off a huge blast of water at the edge to try to quench it. She manages to extinguish a good deal of the flames. Gave you three squares in a line.

Harsk takes a standing leap through the window and rolls into the building. Once there, he targets the running cultist with another ball of earth and glass. The man hears the earthen missile coming, and ducks under it as it shatters against the doorframe.

End of Round 1
================================
Begin Round 2

???: 2d20 + 2 ⇒ (17, 2) + 2 = 21
???: 1d20 + 5 ⇒ (3) + 5 = 8
???: 1d20 + 5 ⇒ (8) + 5 = 13

Initiative:
???1 21
Thugs 14.6
Party 14.3
???2 13
???3 8

The remaining 'workers' flee into the next room, leaving the heroes to deal with the burning mill.

Despite Nalina extinguishing part of the blaze, it continues to spread elsewhere along the plentiful wooden crates and piles of extremely flammable silk.

Drake moves up. As he begins to draw a bead on the straggler, he hears them struggling with the door. With a silently mouthed curse word, he shifts focus to opening the door, and telekinetically moves the bar.

Drake - Please wait to post another action. You keep posting a round ahead.

Everyone who is not Drake, I need your round two actions please.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Since my last standard action was to open the door that nobody used, can I change it?


Yes, this time you may. But please pay attention in the future. I said here that you didn't need to post an action.

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Nalina jumps through the window and fires another blast of water, trying to save some of the precious silk.
water blast: 1d20 + 11 ⇒ (6) + 11 = 17 water: 4d6 + 9 ⇒ (4, 2, 1, 2) + 9 = 18


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Since the fire will destroy evidence, he telekinetically begins smothering the fires to help bring this out.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

GM, would my blast work to smoother flame too? I'm a bit mixed on the bottom myself...

-Posted with Wayfinder


Sure. Earth covering a fire will deny it air. To make everything fair I'm gonna give you guys a 3 square line per blast. You may draw on the map to indicate where or just let me choose.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Im fine with you to choose Jelani

HArsk will follow suit and work to smother the fire.


Round 2

The remaining 'workers' flee into the next room, leaving the heroes to deal with the burning mill.

Despite Nalina extinguishing part of the blaze, it continues to spread elsewhere along the plentiful wooden crates and piles of extremely flammable silk.

Nalina jumps through the window and fires another blast of water, trying to save some of the precious silk.

Since the fire will destroy evidence, he telekinetically begins smothering the fires to help bring this out.

Harsk will follow suit and work to smother the fire.

Between the three of them, they manage to extinguish the majority of the flames.

Drake's token seems to have disappeared, so I made a new one. Dunno where he was so I just put him next to the others.

End of Round 2
================================
Begin Round 3

The sound of footsteps and many muddled voices from further inside the mill somewhere mix with the cackling of the remaining flames.

You guys are up.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

I was around to the south.

Now that the flames are mostly out, Drake moves up and throws the doors open. Invisibility and telekinesis makes this much more likely he'll survive the reaction.

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Nalina moves over once again and fires another blast of water, trying desperately to smother the flames.
water blast: 1d20 + 11 ⇒ (11) + 11 = 22 water: 4d6 + 9 ⇒ (1, 5, 3, 4) + 9 = 22
Blue line shows her trajectory.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk elects to scrabble further into the warehouse to see if any other foes or fires are out of sight, with an aim of circling to join Nalina in the next few seconds...


Your posted actions happen, and then...

More chanting is heard from deeper within the mill, from at least two voice. Those with keen ears hear multiple other voices stage whispering to each other, and the echo of soft footfalls.

End Round 3
=============================
Begin Round 4

Your turn


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Now that the fire is not a huge problem, he will open the doors the cultists went past. He's not moving up.

disable device, if needed: 1d20 + 20 ⇒ (3) + 20 = 23

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Nalina will finish putting out the fire if necessary, if not she will follow Drake.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk continues to plod along towards Drake and Nalina


Round 4

Now that the fire is not a huge problem, he will open the doors the cultists went past. He's not moving up. Large dye vats and reels of drying silk fill the next room. Drake doesn't see any of the cultists.

Nalina finishes putting out the fire. Then she moves up behind Drake.

Harsk circles around the southern half of the room, following his companions.

The noises from further inside have died down.

End of Round 4
================================
Begin Round 5

Your turn


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

With is speed and invisibility he peeks into the room, seeing the cultists ready. He backs out and will whisper "hold" to the others if they try and pass.

Stealth, at speed, invisible: 1d20 + 26 - 5 ⇒ (14) + 26 - 5 = 35


-poke-

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Sorry, busy holiday weekend. I'm around!

Nalina holds up behind Drake, waiting for his signal.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk will also hold, per Drake's request.

If it speeds things up, If Harsk gets an instruction he will prbably follow it without question, his nature is slow so he isn't reactionary.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

"at least 5 waiting. move on crash." he whispers before moving in.

stealth, invisible, speed: 1d20 + 26 - 5 ⇒ (10) + 26 - 5 = 31

When he's there, he will telekinetically push over the shelves on the west side (i.e. opposite him). He's pushing them north onto the oteher shelves. He's not expecting to harm anybody too badly, but he does want to shock people with something unexpected to interfere with their readied actions.


Drake - Before I do the round update I need clarification on something. How are you getting from A1, where you were at the end of Round 4, to where you are now? A double move would get you 80', I count you 90' from the doorway to A1. You could get to near where your token is now, but not then also tip over the shelf. Am I missing something?


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Sorry, I got ahead of myself again. Too Eager. this is round 6 action.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

I assume I am still holding until Drake does something...dramatic :p


Sorry been slacking guys. I'll get an update up either today or tomorrow.


Round 5

With is speed and invisibility he peeks into the room, seeing the cultists ready. He backs out and will whisper "hold" to the others if they try and pass.

Nalina holds up behind Drake, waiting for his signal.

Harsk will also hold, per Drake's request.

Round 6

Drake moves into the room with the cultists, intending to tip over the shelf. He sees several more cultists waiting besides the door which don't seem to see him. Up in the rafters over his right side is some kind of bird creature with a bow. It appears to be under some kind of enchantment since Drake sees two of them taking mirror actions and shifting back and forth. It looks right at Drake and shoots him with a sizzling lighting arrow.

To hit: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (4) = 16d6 is electric damage

Drake continues his movement with the arrow in him, then telekinetically knocks over the shelf. The female cultist next to it looks surprised and tries to dodge the falling object.

I have no easy way to resolve "He's not expecting to harm anybody too badly, but he does want to shock people with something unexpected to interfere with their readied actions." So I'm treating it as a TK blast.
Attack: 1d20 + 14 ⇒ (6) + 14 = 203d6 + 13 + 2d6 ⇒ (1, 5, 2) + 13 + (2, 2) = 25

She's caught completely off guard and badly injured.

Need Nalina and Harsk's actions please.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

The intent was knocking the shelving unit into the other unit. It probably wouldn't do as much damage because people could scramble out, but it would disrupt the actions of that side at least and maybe the other side.

Liberty's Edge

Female human Shifter 5 | hp 39/39 | AC 20, T 16, FF 17 | Fort +4, Ref +7, Will +4 | Shifter aspect 12/13 min | Wild shape 6/9 hr | Init +4, Perception +11

Nalina moves up to the door and fires off a gush of water at the <orange> cultist.
water blast: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 4d6 + 9 ⇒ (3, 5, 1, 5) + 9 = 23


Dra'Kuran "Drake the Streetrat" wrote:
The intent was knocking the shelving unit into the other unit. It probably wouldn't do as much damage because people could scramble out, but it would disrupt the actions of that side at least and maybe the other side.

There is no way in the rules to disrupt a readied action (that I'm aware of) other than countering a readied spell. So rather than just have you knock over the shelf and it do nothing as it would per rules as written (RAW), I made it do damage to one of the enemies. Otherwise it would be a wasted standard action. If you would rather stay invisible, I can retract the damage. I know some DMs are willing to step outside the rules, but I try to run RAW when I'm running PFRPG.


HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17

Then would having shelves and the contents of said shelves falling around them at least give a circumstance penalty to the readied action that they will perform robotically no matter what the circumstances are?

I'm trying to avoid having whoever comes in first dying from taking a bunch of readied actions all at once. Losing another PC would likely end the game.

I expect that this would still be considered an attack, even with no damage.


Harsk?


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

REALLY sorry, work got insane busy at work and its totally screwed up my week.

HArsk simply rushes behind to keep up, being slower than the others.

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