D.E.A.D. Squad - Shattered Star - PbP component

Game Master Voadkha

The Play-by-Post component of an ongoing Shattered Star campaign.


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Sovereign Court

Great work team! That leaves just 2 Lacedons. Nax, let's start moving toward the platform again. I'll see if I can help Drav out.

Belle, I hope you have a rope just in case the boat moves out from under where you are floating.

GM: Once Drav has taken his turn, let me know if I have an angle for a bow shot. Thanks!

Liberty's Edge

M Human Barbarian 6 / Fighter 1 | 80/80 HP | 0/17 Rage

Drav smiles up to Belle, thanking her for ridding him of the ghoul who was trying to attack him... then goes back to getting the other two ghouls off his boat... (attacking #5 until dead, then #6)

Earthbreaker 1st: 1d20 + 11 ⇒ (19) + 11 = 302d6 + 6 ⇒ (1, 1) + 6 = 8
Earthbreaker 2nd: 1d20 + 6 ⇒ (4) + 6 = 102d6 + 6 ⇒ (1, 3) + 6 = 10
Klar: 1d20 + 11 ⇒ (5) + 11 = 161d6 + 2 ⇒ (1) + 2 = 3

he wants to get over and help Nax, since he's attracting the ghouls trying to flip him..


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Grumble... I lost the first version of this post :P

Naxolel's second channel kills Lacedons #3 and #4.

Drav connects solidly on Lacedon #6's claw with his first swing of his earthbreaker and his other two attacks miss, the Klar only narrowly.

Flynras the Lacedon's have total cover from you (two boats, Drav, Nax, and partial submerged), a bow shot is literally not possible.

The boats have drifted west 10ft (2 rounds of drift) and thus Belle is hovering over the center of the gap between the two boats.

Flynras it's your turn, but i think I understand that you want to delay until Nax maneuvers your boat to provide a shot on #5/#6...

Belle is up followed by Inirissa.

#5 and #6 and then Nax, from whom I need a survival check.

Done.

Sovereign Court

Yes, I will delay as there is not much for me to do in the current situation.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Flynras, the oars are in the bottom of the boat. You could always pick them up and give them a spin...

Sovereign Court

Naxolel wrote:
Flynras, the oars are in the bottom of the boat. You could always pick them up and give them a spin...

You never stood up or moved, so I can't row regardless.

If you would like me to try rowing (with a -5 penalty for -1 total), just move on your turn :)

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Bloody halfling..

Survival Check: 1d20 + 3 ⇒ (14) + 3 = 17

Empowered by the channeled energy of Nethys--and sheer annoyance over that damn halfling's sheer laziness in just standing there waiting to be shuttled around the dungeon--Naxolel propels the boat toward Drav and Belle. Dont worry, Drav, I'm coming!

Max movement toward Drav and Belle...

Liberty's Edge

M Human Barbarian 6 / Fighter 1 | 80/80 HP | 0/17 Rage

Drav is a little concerned about how the boot is drifting, but since he's alone has to continue hitting these ghouls to clear the boat...

Earthbreaker 1st: 1d20 + 11 ⇒ (4) + 11 = 152d6 + 6 ⇒ (2, 3) + 6 = 11
Earthbreaker 2nd: 1d20 + 6 ⇒ (1) + 6 = 72d6 + 6 ⇒ (5, 6) + 6 = 17
Klar: 1d20 + 11 ⇒ (17) + 11 = 281d6 + 2 ⇒ (6) + 2 = 8

Look to see how far it is until the boot hits anything, or goes into something...

Dark Archive

F Elf Wizard - Conjurer - 6

Belle, to "Rissa, "keep on the one's surrounding Drav on the boat! Once they are vanquished, you can tow me to the other side."

Bell then unleashes another acid dart at one of the Lacedon's that Drav is Klarring (nice word!).

acid dart: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 2 ⇒ (2) + 2 = 4

Sovereign Court

The preorders are piling up :) I may as well jump in.

Looks like a miss by Belle
Inirissa, 5, and 6 yet to go
Nax pilots the boat with a good roll

If that gets me a shot, I will come off delay and shoot an arrow at the wounded Lacedon (+8 minus any penalties).

If I don't have a shot, but the boat gets within 5 feet of Drav's boat, I will attempt to jump into Drav's boat and stab at any claw I can reach (Acrobatics +17, Rapier +9 minus penalties)

Otherwise, I will delay after Drav and then reconsider my options.


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Wow, a nice string of posts today.

Belle fires an acid dart missing by a mile.

Rissa's whip attack on #6: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 211d2 ⇒ 2
Inirissa attacks #6 again hitting for two points of damage, enraging the Lacedon and causing him to give up attempting to capsize the boat.

#5 serges out of the water climbing into the bow of the boat and attacks Drav with it's nasty great big teeth, barely missing.
#5 attacks: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19

#6 serges out of the water climbing past Drav (provoking an attack of opportunity) into the stern of Drav's boat and attacks him from a flank, barely missing.
#6 attacks: 1d20 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 171d6 + 1 ⇒ (3) + 1 = 4

Nax's roll was sufficient to move the boat 30ft... for the sake of expediency Nax rowed past Drav's boat on the port side ending up with the stern of Nax's boat a mere 7 feet from the bow of Drav's boat.

Drav smashes #6, the one in the stern with his Earthbreaker ending it's unlife, thanks to Inirissa's recent whip damage, and turns toward last remaining undead in the bow. He swings his Klar, connecting solidly but misses his follow up strike with his earthbreaker.

Flynras, while you were trying to line up a shot you realizes that the Lacedon's climbing into Drav's boat has closed the distance between your two boats to under 5 feet... You are now flanking a greviously wounded ghoul with Drav... and if you fire your arrow you will provoke an AoO.

No pressure but you can draw your rapier and make a sneak attack with flank (and only a -2 to your attack due to the rocking boat)... if you miss Inirissa is going to think you're really a terrible rogue.

P.S. Drav, don't worry about the drift... you're still 60 feet from the nearest obsticle.

Done

Sovereign Court

Sneak Attack it is:
Isn't the -2 negated by my successful CMB check at the beginning of the combat?

Rapier: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16 Dam: 1d4 + 4 ⇒ (1) + 4 = 5 Sneak: 3d6 ⇒ (3, 3, 3) = 9


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2
S.S. G.M. wrote:
Sorry Flynras... no the CMB check was solely to know in advance that under normal circumstances the boat would inflict a -2 penalty on attack rolls

Congrats everyone, you managed to defeat the 8 Lacedons... thanks for tolerating what was a relatively complicated combat via play by post without access to a picture.

Inirissa struggles a bit to drag Belle west enough such that she can lower herself down into a boat and Drav/Nax are each easily able to row the rest of the way toward the destination platform.

Once you arrive, you discover that, while the inset pictures are different it is extremely similar to the door through which you exited the U-shaped hall in which Sorshen sleeps. In this case, instead of scenes chronicaling Sorshen engaged in magical incantations with winged creatures the scenes depict her upon a throne before which numerous strange monsters bow before her.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Nice job everyone!

Sovereign Court

Check the door for traps.
Perception: 1d20 + 13 + 5 + 3 ⇒ (20) + 13 + 5 + 3 = 41

Knowledge (History) to see if the throne is familiar?
1d20 + 12 ⇒ (10) + 12 = 22

Is there something to tie the rowboats to?

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Cast detect magic on the door - is it made from the same sky metal as the last door?

Dark Archive

F Elf Wizard - Conjurer - 6

Belle stands back, with Inirissa near her. To, Inirissa, "Keep an eye on the short one - he may be in league with demons." When she interjects about bacon, Belle adds, "Bacon is the opiate of the beast."

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Naxolel is tanking in the middle of the square room, looking at each door in turn. Which one should we try? Flynras, why don't you check for traps. I'll see if I can detect magic on or, if possible, behind the doors. Intoning a prayer to Nethys and drawing the requisite symbol in the air before each door, I cast detect magic.

Sovereign Court

Yes, I shall check for traps on the three doors.

West: 1d20 + 13 + 5 + 3 ⇒ (15) + 13 + 5 + 3 = 36
North: 1d20 + 13 + 5 + 3 ⇒ (2) + 13 + 5 + 3 = 23
East: 1d20 + 13 + 5 + 3 ⇒ (16) + 13 + 5 + 3 = 37


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Naxolel stands in the pool in the center of the room, standing carefully on the bars of the grating at the bottom of the pool. The clean water comes to his waist, not hindering him at all as he casts detect magic. His senses come alive as he immediately senses the presence of magic. After a second round, he discerns the, now familiar, aura of abjuration magic that he recognizes as the all pervasive preservative magic that is everywhere. The most potent auras present are the two shards, one on Drav and the other on Flynras.... Assuming you continue concentrating for a third round, Naxolel, please make a perception check as you keep scanning the doors... upon which you detect no magic (other than the preservative abjuration magic.)

DC 20 Perception:
Naxolel, you notice that the magic mace you are wearing at your belt is not detecting as magical.

Meanwhile, Flynras checks each of the three doors for traps, finding none.

Belle feels the mental tug of Inirissa... Anger and puzzlement.

Done.

Sovereign Court

Well, the doors aren't trapped, and I haven't developed the ability to see through doors, but I am fairly certain that there is a large pile of jewelry through the Western door.

Let's go that way!

Bluff: 1d20 + 11 ⇒ (4) + 11 = 15

Oops, forgot the Vanity penalty. That should be at -2

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Just hold your horses, Flynras - give me a moment!

Perception Check: 1d20 + 5 ⇒ (4) + 5 = 9

Nope, I don't detect magic beyond the background preservation magic and our own magic items. Flynras, why don't you head through the western door, then? I'll just back out of this room while you do so. I exit back out the way I came.

Liberty's Edge

M Human Barbarian 6 / Fighter 1 | 80/80 HP | 0/17 Rage

Flynras, I can smell things pretty good, but would be impressed if you can now scent out jewelry. I think I'll just be ready for more undead or aberrations..

Drav wields his earthbreaker and moves up next to Flynras.

Sovereign Court

Flynras opens the western door.


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

The door to the west opens to reveal: Stone counters line the walls of this chamber. An additional work slab sits in the center of the room--all of the countertops are cluttered with beakers, jars, tubes, tools, and all manner of ancient alchemical equipment, many of them caked with strange encrustations of crystals, stains or other residues. A particularly large urn of corroded-looking metal sits in the center of the westernmost end of the central countertop (the black square).

Sovereign Court

Assuming the combat is not starting, I will scan the room before entering.

I am looking for traps and monsters, then anything that looks interesting.

If I don't find any traps, I'll move in to look more closely at the urn and the shelves, looking to see if there is anything that looks helpful.

Perception(Lenses): 1d20 + 18 ⇒ (8) + 18 = 26
* Add another +3 for traps

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Anyone have craft Alchemy? Because IRL, "encrustations of crystals, stains or other residues" sounds explosive or some other lab accident...

Calling from the starburst room, Naxolel shouts a question to Naxolel, What do you see, Flynras?


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Flynras cautiously peers into the room from outside and detects no traps. So he bravely steps into the room and attempts to get a closer look at the urn and countertops. His height is a detriment here, as the countertops are high enough that he must strain to see. The counters are completely cluttered with many dozens of glass, crystal, and the occasional metal container. You guess that there might be 10 or more vials of alchemical fire, an additional 10 or more vials of acid and/or alkelai. There may be potions and elixirs in here too. It's hard to tell without a closer (and physical) examination of the vials & beakers and test tubes.

I assume you move to at least square #7 while examining the urn. From that vantage point you detect nothing dangerous. It does look to have survived the ages without any appreciable corrosion, and appears to be intact.

To further clarify, each of the countertops has 10+ objects... far more than the sparsely distributed colored squares.

Sovereign Court

It looks safe, everybody. If nothing else, there is plenty of stuff to stock up with in case of swarm attacks.

Come on in and take a look yourself, Naxolel, there might be some magic in here.

One of you big people might want to take a look inside that urn.

I doubt any of us has any alchemical knowledge, so this seems like a Knowledge (Arcana) type of exercise for the most part.

Flynras will step back into the pool area and wait for the people with more applicable knowledge to try to identify what is here.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Hearing Flynras, Naxolel approaches and stands outside the room Where Flynras is marked on the map you emailed. Marveling at the potential magic laying on the counters, he casts detect magic on all four counters, including the urn in the middle. I'm not opening anything until we know whether it's magic first.

Detect magic is a 60' cone, so I should be able to sweep the room from the doorway. There are two colored boxes on each counter - does each one represent a single item each? And what do the numbers signify again?


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Naxolel stands in the doorway and casts detect magic, immediately knowing there is magic beyond the standard preservative abjuration magic that has always been present. After concentrating for 6 seconds he is able to determine there are 7 additional magical auras in the room (each of the colored boxes, is in fact a single item)... the black urn does not radiate additional magic. The strongest of the Auras is a metal jar (Green).

Belle feels irritation, mixed with anger, mixed with puzzlement... and as time progresses, despair, coming along her bond with Inirissa.

For the mechanics of this room if you'd like, you can roll 7x spellcraft checks from the doorway, one for each Cyan, Red, Blue, Fuchsia, Green, Yellow, and Purple. That can give you the school of magic associated with each item. Should you actually want to identify an item it requires picking up and handling the item.

As was previously surmised and I alluded to by referencing square #7, the #'d squares are merely that, numbered squares, to facilitate description of location.

Yes, Craft (Alchemy) would also be potentially useful here.

Done.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

I definitely detect magic here. Let me focus a bit more...

Spellcraft Cyan: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Spellcraft Red: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

Spellcraft Blue: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Spellcraft Fuschia: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Spellcraft Green: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Spellcraft Yellow: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Spellcraft Purple: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13

The black urn is not magical, but the other seven jars are magical! Of course, Belle may want to also check...

Dark Archive

F Elf Wizard - Conjurer - 6

Belle - does the same:

Cyan: Spellcraft: 1d20 + 14 ⇒ (12) + 14 = 26

Red: Spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29

Blue: Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22

Fuscia: Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28

Green: Spellcraft: 1d20 + 14 ⇒ (7) + 14 = 21

Yellow: Spellcraft: 1d20 + 14 ⇒ (2) + 14 = 16

Purple: Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Belle, if your an elf you get an additional +2 to identify magic...


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

From the doorway you are both able to determine the following auras:
Cyan: Faint Transmutation
Red: Faint Abjuration
Blue: Faint Evocation
Fuchsia: Faint Enchantment
Green: Strong Abjuration/Transmutation
Yellow: Faint Conjuration
Purple: Faint Illusion

Done

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

I actually missed the need to handle it.

i'll walk up to hold the jar that had the strongest magical aura, the green metal jar. I'll try to identify it properly...

Spellcraft: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

Liberty's Edge

M Human Barbarian 6 / Fighter 1 | 80/80 HP | 0/17 Rage

Naxolel, those look old, and we'll had other things, like traps, effected by age. I wouldn't trust the containers.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

You know that, I know that, but Naxolel may not. That's what I was hoping to tell from all the gratuitous spellchecks... Might be worth it to invest a skill point in craft alchemy when we level up next. Let's just hope this room doesn't go up all at once. Hmmm. On second thought, maybe we should let Belle do this and I wait in the hall with the heals...


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

FYI, the strongest aura, by definition, means highest level spell/CL of item. Spellcraft DCs are 15+ CL. Thus, you 'successfully' identified an item with a CL of 7 or lower with your 22.

Naxolel strides confidently into the room. Strides directly over to the location #9 and picks up the metal jar, attempting to identify it. He concentrates on the aura of Transmutation and Abjuration and is unable to figure it out.

On the other hand, at least it didn't explode.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

wow! Hey Belle, check this out while I, uh, check out the mosaic starburst. I want to sketch it and take detailed notes about this ancient Thassilonian magical work of art.


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Naxolel flees the newest room like a chicken handing the metal jar to Belle on his way to check out the starburst.

Belle continues standing in the doorway (sw corner), Flynras behind her (se corner), and Drav to her side (nw corner) ready and waiting for combat.

DC 33 Spellcraft:
Belle concentrates on the magic jar and after a few rounds of intense study is able to determine that the jar contains a single dose (an ounce) of Stone Salve. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Wracking my brain to try to give you as much information as possible...

The cyan is a glass vial with cyan contents.
The red is a glass jar with red contents.
The Blue is a glass jar with blue contents.
The Fuchsia is a glass vial with pink contents.
The Green is a metal jar, assuming you may have opened it by now it has green paste in it.
The Yellow is a glass vial with what looks like yellow powder in it.
The purple is a glass vial with purple contents.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Once Naxolel has finished sketching the very interesting magical starburst mosaic and made appropriate notes concerning its discernible magical properties, he will return to the alchemy lab. If Belle hasn't progressed far, Naxolel will huff in irritation (and embarrassment for having fled to the other room). Hell walk over and gently pick up the next potion bottle needing identification.

The red is a glass jar with red contents. Spellcraft: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23

The Blue is a glass jar with blue contents. Spellcraft: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

The Fuchsia is a glass vial with pink contents. Spellcraft: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

The Yellow is a glass vial with what looks like yellow powder in it. Spellcraft: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

The purple is a glass vial with purple contents. Spellcraft: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Any jar or vial I identify, I'll take out of the room so we doesn't get mixed up with all the other glassware.


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Naxolel recasts detect magic and re-enters the room heading over to the red jar. He gingerly picks up the red jar and studies it for 18 seconds... skillfully discerning that it is:

Wax of Defiance:
This waxy amber substance is typically stored in a lidded container that holds 10 applications. One application is enough to plug both of a creature's ears—applying the wax is a standard action.

Once applied, the wax imparts a –2 penalty on Perception checks, but imparts a +4 resistance bonus on all saving throws against charm or language-dependent compulsion effects, like charm monster, command, and suggestion. If placed in the ears of a willing or helpless creature currently under a charm or language-dependent compulsion effect, the dose immediately allows the creature to make a new saving throw against the original effect to throw off the charm or compulsion effect (although without the normal +4 bonus granted by the wax if used when a creature is first targeted by such an effect). A single dose of wax of defiance lasts for 1 hour once applied.

He then leaves the room and hands the red wax to Belle before heading back into the breach approaching the blue glass jar he begins notices some telltale magical instabilities and realises that if it were to be picked up there would be a chance, each round, that it would detonate, and wisely decides to leave it be.

Continuing to concentrate he turns his attention to the Fuchsia vial and confidently believes it is safe to handle, picking it up and studying it for 3 rounds. He successfully identifies it as:

Elixir of Love:
This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.

Again, he carries the vial out of the room handing it to Belle before returning to continue investigating.

As he approaches the vial containing the yellow vial he, carefully picks it up and begins studying it:
1st round: 1d4 ⇒ 1
2nd round: 1d4 ⇒ 3
3rd round: 1d4 ⇒ 1
Whereupon he very carefully places it back down on the counter, after having failed to identify it.

You know that it is either one of the dangerous vials or is a "very powerful" magic dust, with a CL of greater than 14. Give me an intelligence check if you'd like and I may be able to give you another clue.

Bravely carrying on he gingerly examines the purple vial, picking it up and beginning his close examination. After 3 rounds of intense study he is able to identify the vial's contents as a:

Potion of displacement:
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance. CL 5 means 5 rounds of displacement for this potion.

With an arrogant swagger he walks back to square #1 and thrusts the potion towards Belle's hands.

You know that blue is dangerous, that yellow is either dangerous or very valuable, and that you haven't yet figured anything out about cyan. The black urn has also not yet been inspected other than to determine that it does not detect as magical.

That was epic in my mind... Nethys would have been proud of your magical skill... although, to be fair, Nethys may also have been impressed with cataclysmic destruction.

Done... Congrats.

Sovereign Court

If I am able to see inside of the urn, I will head back into the room and take a look inside.

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

was the d4 rolls damage I need to record? Also, it looks like I didn't roll spellcraft for the cyan bottle...

Perplexed by the yellow powder, Naxolel returns for further study.

Intelligence: 1d20 + 2 ⇒ (2) + 2 = 4

But damn it if I can't figure it out... We'll, he writes down a full description of the powder and vial it is held in. Maybe further study later will reveal the answer.

Flynras, watch out for the blue and yellow containers - they're likely quite dangerous! The red jar is wax of defiance and will help us to get past the whispering voices! The purple vial is potion of displacement - you or Drav would really benefit from this in battle! The Fuschia vial is a potion of cure light wounds. I'll just hold on to that until we need it... Before you check the urn, let me look at the cyan potion - I forgot to check it out...

I walk over to carefully inspect the cyan vial.

Spellcraft: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

No, the 1d4 rolls were not damage but something else. Your intelligence check was insufficient.

Chuckle... you'll need to make a bluff check to see if your friends believe you about the fuchsia vial.

You pick up the cyan vial (I'm assuming you are standing in square #4) and begin magically studying it.
1st round: 1d4 ⇒ 4 KABOOM! The cyan vial detonates in a 20ft radius for 5d6 ⇒ (5, 6, 2, 2, 3) = 18 of acid damage (DC 15 Reflex save for half)

(Naxolel, Bellassa, and Drav are in the blast area. Drav gets a +2 bonus to the save due to the corner.)

Each round of handling/jostling one of the dangerous items you have a 25% chance of causing a 'detonation.'

As the wave of acid damage explodes outward yellow powder is caught in the damage zone which damages it's vial causing it to detonate, KABOOM, in a 20ft radius for 5d6 ⇒ (1, 2, 6, 1, 2) = 12 of fire damage (DC 15 Reflex save for half)

(Only Naxolel is in the area of effect from the yellow fire blast.)

The combined concussion causes the ancient metal urn to rupture spilling forth about 35 gallons of a quivering viscous gray fluid that coalesces into two 5ft diameter puddles (one in square #10 and one in square #11).

At that point we get to roll initiative... Yay XP!

DC 19 Knowledge (Dungeoneering):
Identifies these as Gray Oozes, with the following ooze traits.
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.

DC 24 Knowledge (Dungeoneering):
Gives you Immune to Fire and Cold

Ooze #11 initiative1d20 - 5 ⇒ (3) - 5 = -2
Ooze #10 initiative1d20 - 5 ⇒ (15) - 5 = 10

Scarab Sages

Male Elf Cleric 5/Wizard1 | 34/34 HP | xx Arrows

Reflex #1: 1d20 + 5 ⇒ (19) + 5 = 24 for 9 points damage

Reflex #2: 1d20 + 5 ⇒ (15) + 5 = 20 for 6 points damage

Mother f... I told you!

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Knowledge Dungeoneering: 1d20 + 6 ⇒ (20) + 6 = 26 Holy Nethys! These are deadly gray oozes! They are immune to poison, sleep, fire, and cold! Maybe acid would be good?

Liberty's Edge

M Human Barbarian 6 / Fighter 1 | 80/80 HP | 0/17 Rage

I knew something would explode!

Reflex Save for 1st Blast: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
He takes the full damage.

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


Omnicient Omnipotent and Benevolent :) Character Deaths: 0 | Mulligans given: 2

Very strange... I thought immunity to acid was part of ooze traits, apparently not.

Also, there are two other 'important' pieces of information you can get... so Drav and Flynras should both roll Knowledge (Dungeoneering) checks. (Sorry, I somehow missed it when looking at the monster in Hero Lab.)

Please feel free to post out of order rather than waiting until it is your turn. However, if you do, please add a line to remind me that you are acting out of turn. Just explain your 'intent' and i'll do my best to adjudicate what ends up happening when it is your turn. You could potentially even post multiple rounds worth of intent if you'd like. If you prefer to wait. That's fine, however, since it looks like it's going to be like a month until the next real session. I may pull GM fiat occasionally to keep my sanity and attempt to keep things going. I will post a synopsis/wrap up at the end of each round, unless it's obvious that it's not necessary, to encapsulate what happened and attempt to set the stage for the next round.

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