DMB's PbP GD5 "Through Maelstrom Rift" (Inactive)

Game Master Beckett

A Pathfinder Society Special designed for 6th-level pregenerated characters.

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

Init:

[spoiler=Init Rolls]
[dice=Ember the Chronicler]1d20+5[/dice]
[dice=Jamila the Genie]1d20+6[/dice]
[dice=Krakos the Avalanche]1d20+5[/dice]
[dice=Octaris the Torrent]1d20+10[/dice]
[dice=Rhyol the Volcano]1d20+2[/dice]
[dice=Zypher the Storm]1d20+3[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Inactive

"Good to know, but I think we'd best get to looking around," Krakos points out. "Start on the left and work our way around to each door?" he suggests.

Who should take point? I've got a pretty good stealth and perception but I'm not going to be able to disable traps or anything like that.


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

"Someone named Hshurha"

Know History to Know who Hshurha was: 1d20 + 7 ⇒ (19) + 7 = 26


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

At a con this weekend with no Internet access. Bear with me, please.

Zephyr stops short, turning to look at the pyrausta with suddenly piercing eyes. "The Duchess of All Winds? Of course! I should have recognized the name of Ranginori, her ancient rival."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you approach, you see that there are two areas, each adjacent to the main entrance that are open. The inhabitants of the palace once used these rooms for private contemplation, meditation, and worship. Their walls are decorated with complicated reliefs. In one room, the walls depict a city made of ice and djinn bustling around a massive spherical building surrounded by dozens of similar but smaller round buildings. In another relief, a group of mephits emerges from a cloud dragon’s breath. The most striking scene depicts an immense being with the body of a serpent spun from storm clouds, the head of a lion with a mane of lightning, and hundreds of clawed feet. His expression is approving and content as he gazes upon the other creatures.

Know History/Planes/Religion (DC 25):
You recognize that the lion-serpent is Ranginori, a benevolent lord of air who was trapped and exiled ages ago, as Zephyr noted. In the other room, Ranginori appears again, this time wreathed in an aura of lightning with an expression of fury. Djinn, mephits, wysps, and other creatures of air fly by his side, all surrounded by a raging cyclone. Hordes of creatures made of stone rush forward, only to be sent flying as they approach the cyclone.

All (some basic background that might help clear things up):
In the past, there where 8 Elemental Lords, sort of like deities over the 4 Elemental Planes. At some point, the 4 Evil Elemental Lords defeated and imprisoned the 4 Good Elemental Lords, throwing things into imbalance. It's unknown what truly happened to the former Elemental Lords, (in most cases), but it is believed that the 4 current Elemental Lords joined forces to defeat them, as prior they had all been evenly matched against their opposite.
Current Rulers (Evil)
Ayrzul, the Fossilized King (Plane of Earth)
Hshurha, Duchess of All Winds (Plane of Air) <-
Kelizandri, the Brackish Emperor (Plane of Water)
Ymeri, Queen of the Inferno (Plane of Fire)
Imprisoned/Lost/Dead Rulers (Good)
Sairazul, the Crystalline Queen
Ranginori, Duke of Thunder <-
Lysianassa, Empress of the Torrent
Atreia, The Lambent Prince


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Knowledge Planes: 1d20 + 12 ⇒ (16) + 12 = 28

Jamila hovers a few inches off the ground as she contemplates the meaning of the wall reliefs. "Ranginori, you say Zephyr?" She motions to the images in the other room. "And now Ranginori appears again, this time wreathed in an aura of lightning with an expression of fury. Very interesting. Could it be this Rift we have encountered is related to the former Duke of Thunder?" She nods decisively. "We must investigate further."


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Zephyr nods. "So here he fought against the Fossilized King, and as I understand it the Duchess of All Winds defeated Sairazul. I suspect, then, that the remaining Elemental Lords defeated their good opposites as well. Let's see what else there is here."

Move to the next door clockwise.


Inactive

Kn. Religion: 1d20 + 9 ⇒ (12) + 9 = 21
Kn. Planes: 1d20 + 7 ⇒ (1) + 7 = 8

Though unable to quite make sense of the reliefs, Krakos nods as Jamila and Zephyr offer their interpretations. "Hum...that could be a possibility. We'd best keep looking around to see what else we can find, though."

Next door sounds good to me.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

"Just imagine the fame if we were to discover where Ranginori has been imprisoned all this time!"


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

"That is one way to look at it, yes. Octaris, do you sense any magical auras here?"


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

He thinks about the question for a moment and then closes his eyes in fake concentration, "All of this maelstrom chaos must be interfering with my senses. Best to start searching these rooms then." He quickly changes subject and opens the first door clockwise.


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Know History: 1d20 + 7 ⇒ (13) + 7 = 20
Know Planes: 1d20 + 11 ⇒ (5) + 11 = 16

Ember studies the reliefs closely as if she is committing the scenes to memory. "What stories that are told on these walls. Let's see what else there is to see."

The next door is good.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Rows of silver pipes emerge from the ground in this otherwise unadorned room. A few of the pipes are capped with silver lids. Similar lids rest on the floor near the open pipes.

This room is connected to hundreds of small chambers beneath the floor, each of which once contained carefully preserved aromatic substances. Most of the delicate lids fell off when the tower snapped free of the rest of the palace, but a few became jammed rather than displaced. It takes a bit of muscle to do, but if the you remove a lid, the trapped aroma suffuses the room. Scents stored below include a woody and fruity incense, the crisp smell of rain after a storm, the smell of a lightning strike, and a striking but not unpleasant smell that the none of you have never experienced.

Moving on to the next. . .

You open the door to find what seems to be an armory. Although most of the palace’s arms were not stored within the Tower of Contemplation, a few of the more visually stunning pieces stayed here, along with a basic cache of practical weapons and armor for emergency.

Among the decorative pieces is a set of enchanted bracers;

Spellcraft DC 17:
these are vambraces of the genie
. You also find a serviceable version of any simple or martial weapon sized for a Small, Medium, or Large creature.

And the next room, (feel free to act or do anything at any point)

A large block of black granite hovers in the air, surrounded by floating chairs. The inhabitants of this tower likely used this granite ovoid prism as a meeting table. They used all of the stone’s surfaces, reorienting themselves to hover in the most convenient direction. Even creatures without perfect command of flight used this method—a creature sitting in one of the chairs can move freely about the room without a skill check. The block exerts a gentle pull upon inanimate objects in the room, drawing them toward its nearest face.

The shelves of this library hover and hang from the walls at a variety of artistic angles. Each shelf contains a minor magical effect that directs gravity toward its back, both preventing the contents from tumbling out, as well as preventing the books from degrading over time. Most of the knowledge contained in the volumes here is esoteric and extraordinarily specific. Volumes with titles such as Breathing, Volume XI: Concerning the Respiration of Mephits and Fruit of the Forest of Oils: A Treatise on the Safe Harvesting of Unknown Alchemical Reagents Suspended in Water are common.

Can I get a Perception check from everyone, as well as a Know Arcana/Religion/Planes check. If there where a place to find many of the answers you have recently asked, this is, thus far, the best place to take a look. . .


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Perception check: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (Planes) check: 1d20 + 1 ⇒ (9) + 1 = 10
Spellcraft check: 1d20 + 4 ⇒ (16) + 4 = 20

Zephyr casts a short orison, looking for magical auras, and concentrates on the bracers.

"Ah! A set of vambraces of the genie!"

DM B, what genie type?


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge, Planes: 1d20 + 12 ⇒ (19) + 12 = 31

Jamila takes careful notice of each of the rooms explored so far, and her face lights up on seeing the library. "Ahh, perhaps this room will yield some answers."


Inactive

Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Kn. Religion: 1d20 + 9 ⇒ (13) + 9 = 22

"Finally, a place to find some answers!" Krakos exclaims as he joins the others in having a look around the library.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Oops, erased that last bit by accident. They are "djinni".

Jamila is able to lead the others through the library's assortments with relative ease and expertise, first locating a ledger that indicates that the library belonged to a djinni named Pahwal ijil Ranginori, who was so devoted a servant and worshipper of a being called Ranginori that he was granted the immense honor of taking Ranginori’s name as a part of his own, but also finding many relevant volumes about Rnnginori himself. While it doesn't actually give me any of this information, you do, with some time and research, find depictions of Ranginori’s form, (that of the lion-serpent you had seen on the walls a few rooms back), prayers, and hundreds of tales of Ranginori’s acts that portray him as a benevolent leader—albeit acts last performed millennia ago. The volumes also speak of an ever-shifting city at the center of his realm, where his worshipers could freely visit.

As you open the final door, you are welcomed by another spectacle of a lost age. Dragon statuettes made of multicolored crystal hover in this room. Its walls, floors, and ceiling are covered in a hovering layer of small crystal fragments. The miniature crystals in this room are magically attuned to the walls, never straying more than an inch from them. When an electric current passes through this room, they align into intricate mosaics. The dragon statues also react to electricity—they flap their wings, and rippling patterns on their surface provide the illusion of more subtle movements (such as contracting muscles and breathing).

After exploring the last of the rooms, please give me a single Perception Check.

Perception DC 5:
You see sparks emerging from the
crystals in each room, something odd that had not happened before hand while you where in them, and they seem to be somewhat I unison.

Perception DC 25:
Additionally, you notice a lightning pattern
growing within the cyclone, certainly not a sign of something good.

More to come, but I need to know who notices what first, as something coming depends on it. Sort of.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

EDIT: Knowledge Planes: 1d20 + 12 ⇒ (20) + 12 = 32


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Perception check: 1d20 + 9 ⇒ (4) + 9 = 13

"That is unusual...there are sparks coming from these crystals."

ETA:

Knowledge (Planes): 1d20 + 1 ⇒ (15) + 1 = 16

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just a small head's up, something is about to happen immediately, before anyone is really even able to finish a sentence or warning, but, can I also get a Know Planes (DC 19) check from everyone that at least makes the easy Perception check. It will come up soon, but better to have it early than need to wait later.


Inactive

Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Kn. Planes: 1d20 + 7 ⇒ (5) + 7 = 12


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Know Planes: 1d20 + 11 ⇒ (14) + 11 = 25

"What a beautiful room. Just look at those dragons."


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Kn Planes: 1d20 + 3 ⇒ (6) + 3 = 9

Octaris acts intrigued with the library, going from shelf to shelf, reading a page here, a few sentences there, but really not understanding most of it. "Most of this is just common knowledge for a studier of the arcane such as myself."

He is fascinated by the crystal walls covering the next room, noticing the little sparks coming off them. He takes a moment to stare at the dragon, wondering how it must have looked when functioning properly.

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

Sorry for being out I am caught up and following along once again. I have only had about 6 days off in last 60 so been hectic

-Posted with Wayfinder

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

know plane: 1d20 + 3 ⇒ (2) + 3 = 5

know perception: 1d20 + 11 ⇒ (4) + 11 = 15

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The crystals in each of the rooms on the first floor of the tower buzz and hum with electricity, sending arcs into the air as spectral djinn move about the central area and raise their hands as if invoking some supernatural power.

Krakos & Jamila:
Despite all specters and electricity within the area, you know that this outburst, whatever it is can only truly be harmed or affected at it's center, right at that dark cyclone in the middle of the central room.

Init Rolls:

Ember the Chronicler: 1d20 + 5 ⇒ (6) + 5 = 11
Jamila the Genie: 1d20 + 6 ⇒ (8) + 6 = 14
Krakos the Avalanche: 1d20 + 5 ⇒ (8) + 5 = 13
Octaris the Torrent: 1d20 + 10 ⇒ (3) + 10 = 13
Rhyol the Volcano: 1d20 + 2 ⇒ (6) + 2 = 8
Zypher the Storm: 1d20 + 3 ⇒ (2) + 3 = 5

Ember an Jamila:
This thing, whatever it is function very similar to a Haunt, but, because this haunt is a resonant effect of Ranginori’s power rather than a remnant of tormented souls, it does not take damage from positive energy—instead, it takes damage from spells with the chaotic, earth, evil, fire, lawful, or water descriptors as well as from the physical attacks of Ayrzul’s faithful.

ROUND 1
Surprise Round
Jamila ()
Octaris ()
Krakos ()
Ember ()


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

"Target the dark cyclone in the middle!" Jamila cries out as she draws her bow. "This is merely a resonant effect of Ranginori’s power, and will not take damage from positive energy—instead, it takes damage from chaotic, earth, evil, fire, lawful, or water magic... or from the physical attacks of Ayrzul’s faithful!"

Move: Draw longbow.


Inactive

Well...time to prove my worth to this mission!

"Do as she says, if you can - the cyclone is what we need to focus on!" Krakos calls in agreement, drawing one of his two morningstars as he steps to one side.

Krakos draws his weapon as a move action and then takes a 5 foot step to his current map position, if possible. This is a surprise round, right?


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

"Water did you say? How convenient!" Octaris quickly brings his hand up and a torrent of water shoots forth at the dark maelstrom.

Water Blast: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 213d6 + 8 + 1 ⇒ (3, 4, 5) + 8 + 1 = 21


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember begins to tell a story. "Be brave my friends. Our elements will serve us well in this encounter, and we'll have a story to tell of a found tower from a missing castle."

Inspire Courage +2 1/19 Rounds Used

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

All OOC:
That's a bit disappointing, as this could have been a really mean encounter. Essentially each crystal (8) would have blasted the entire chamber with a cumulative 1d6 lightning bolt every 1d3 rounds until the "Haunt" is destroyed or all of the crystals are. Destroying a crystal only reduces the overall damage by 1d6 and drops the DC by one, but doesn't actually harm the Haunt at all, (which can only be hurt by direct attacks against the central cyclone.

Octaris's amazing display of wizadry and arcane power blasts the cyclone with a summoned wave of oceanic water and cold. At first, the odd, nearly invisible barrier around it seems to divert the waters around, but the wizard's expertise pushes through, and, at least for the moment, seems to banish the barrier.

All of the ghostly figures in the room, building up some sort of static electrical power suddenly begin to waiver, and flashing in and out of existence, growing silent for a moment and then resuming their chanting as they seem to reappear, when suddenly all of the floating crystals fall harmlessly to the floor.

There is a magical shockwave of energy, not harmful, but it seems wash over you all and leaving you feeling different. The cyclone suddenly flairs up, pulling you, and only you towards it (living creatures). It's pull grows quickly, and while some of you might be able to resist for a time, it soon overcomes your efforts and draws you into to whatever Elemental, primal chaotic realm lies beyond. . .

more on the way

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you are suddenly deposited on the other side of whatever the mysterious portal holds, you see the landscape has changed. A great deal. But even more so, some of you feel very strange. Uncentered, as if the very nature of this new land where completely against your very being. All except for Octaris and Zephyr take a -2 to all Int, Wis, and Cha based checks here.

Know History or Linguistics DC 20 (Jamila gets a free +5 on this check):
You recognize that the runes on the circle represent the seven runelords of Thassilon, and that the one in the center represents evocation magic, wrath, and the Runelord Alaznist.

Know History #2 DC 20 or Know Arcana/Religion/Nobility DC 25:
The ritual circle at the center of the floating island did not always exist in the Maelstrom. It dates back to the last years of Thassilon on the Material Plane, where the Runelord Alaznist incorporated it as part of an early, failed attempt to call forth the Oliphaunt of Jandelay. The imperfect ritual cast this piece of Thassilon into the Maelstrom, where it maintains a fragment of the runelord’s power and augments effects associated with wrath.

All:
One of the side effects is that all Evocation Spells and Abilities receive a free +2 to their DC's from being here.

Ember:
Your Breath Weapon's DC also benefits from this, getting the +2.

Rhyol:
If you Rage, you also find that something of the nature of this area seems to feed your very body, causing your Slam Attacks to deal an extra 1d6 points of Fire Damage.

The color-streaked blackness expands to fill the entire sky. Above, a ring of electricity hovers in midair. Brightly colored formations shaped like cracks running through stone pepper the sky around it. Below, a forty-foot-wide stone platform bears a runic circle. Smaller pieces of stone are connected to this platform with sturdy iron chains. subjective gravity is still in effect here, in a sense allowing some to "fly" by falling in different directions.

Know Planes DC 25:
You seem to be on, or rather in some sort of small "Pocket Plane", one which seems to have been locked away from the rest of existence for some time.

Around you, you spot four odd elemental creatures. They seem to have been corrupted somehow, but our not certain if it is for good or ill. There seems to be one of each type for each of the four elements (Air, Earth, Fire, and Water), tiny elementals similar to a Lantern Archon in some respects, but comprised of an element. Finally, you see another, much larger outsider creature of some sort, a serpentine protean creature, who seems extremely annoyed and irritated at your sudden appearance, or perhaps whatever you just did to cause the rift to open and energies from another existence to seep in.

Know Planes #2 <Tine Elementals> DC 7:
These small creatures, called Elemental Wysps, are a natural servitor race, able to offer some of their power to all beings of their associated type within a 30ft area.

Know Planes #2 <Tine Elementals> DC 17:
However, you notice that there something wrong, or different about these Wysps, and they seem to be focused instead on serving and amplifying the powers of Chaos rather than their own natural elemental affinity, (and thus empowering those of primal Chaos). Perhaps they could be snapped out of whatever is influencing them, but barring that, you might need to destroy them. (As a standard Action, you could try a Bluff, Diplomacy,
Knowledge (planes), Intimidate, or Use Magic Device in order to try to free a single Wysp from it's Chaotic affinity, by reminding it of it's true nature.)

Know Planes #3 (Large Protean) DC 23:
This slightly amorphous creature is an Outsider comprised of the very material of Chaos. Called a "Naunet Protean", it is immune to Sneak Attack and Precision Damage, as well as Acid, constraint of any type, or Polymorph style effects, and highly resistant to any physical damage not empowered by order.

Know Planes #3 (Large Protean) DC 28:
It's very touch can Confuse victims, and it has four deadly natural attacks, plus the natural ability to grab and entangle all within it's reach.

Know Planes #3 (Large Protean) DC 33:
They come with a small assortment of natural magical abilities, from being able to do short range teleportation seemingly at will, to shooting a sort of elemental ray of it's choice.

Random Event: 1d20 ⇒ 17
Random Target: 1d6 ⇒ 6

As soon as you seem to float down to ground level and have a chance to glance around the small elemental "bubble" you are in, what seems like a sudden rip in the essence of reality open, for only a brief moment right in front of Zypher, and a burst of pure light and warmth seems to engulf Zypher.

Zypher only, Will DC 18:
This is a harmless effect, and once you make the check, you can choose to "ignore" the roll if you want, fully benefitting from a HEAL SPELL. Not that it matters, but you heal 110 HP and are freed from an assortment of effects you are not suffering from.

Init Rolls:

Ember the Chronicler: 1d20 + 5 ⇒ (5) + 5 = 10
Jamila the Genie: 1d20 + 6 ⇒ (12) + 6 = 18
Krakos the Avalanche: 1d20 + 5 ⇒ (16) + 5 = 21
Octaris the Torrent: 1d20 + 10 ⇒ (4) + 10 = 14
Rhyol the Volcano: 1d20 + 2 ⇒ (4) + 2 = 6
Zypher the Storm: 1d20 + 3 ⇒ (20) + 3 = 23
...
Protean: 1d20 + 8 ⇒ (8) + 8 = 16
Wysps (4): 1d20 + 4 ⇒ (20) + 4 = 24

ROUND 1
Wysps (A ), (E ), (F ), (W )
Zypher ()
Krakos ()
Jamila ()

Protean Creature ()
Octaris ()
Ember ()
Rhyol ()

New Map is up. Please take a moment to read all of this again. There is a lot of potential info here. Also keep in mind that Subjective gravity is up. You do not have to use it, per se, automatically treating the solid ground as "down" and walking/jumping as normal. However, if you do want to "fall" sideways, you need to make a DC 16 Will Save (possibly at a penalty), as a Free Action, once per round. You seem to be in a sort of bubble (an 80ft diameter sphere), and you are not sure what might happen if you go beyond it's range. . .

SUBJECTIVE DIRECTIONAL GRAVITY:

In most parts of the Plane of Air, each individual chooses
the direction of gravity’s pull. When walking on solid
surfaces, choosing the direction of the surface to be
“down” is relatively intuitive and does not require a
skill check. In midair, creatures with natural flight can
fly normally. Those without the ability to fly, or those
who would prefer to move faster, can attempt to set the
direction of gravity.
Once per round as a free action, an individual can
attempt a DC 16 Wisdom check to pick a new direction
for gravity. If she succeeds, she begins falling in that
direction, moving 150 feet in a straight line on the first
round and 300 feet on each succeeding round. If she fails,
she can attempt the Wisdom check again the following
round. The DC decreases to 12 until she succeeds. Once
an individual starts falling in a direction, stopping
requires a successful DC 16 Wisdom check to set gravity
in the exact opposite direction. If she succeeds, she
continues falling 150 feet in her original direction for 1
round, then stops.
Because an individual in free fall cannot stop quickly,
performing actions during the fall is difficult. However,
the PCs may ready actions and perform them during the
free fall, such as readying an action to grab an object or
to attack a creature while soaring past it. Moving past an
opponent in this manner provokes at attack of opportunity.
A PC under the effects of a feather fall spell falls at only
60 feet per round and gains a +2 circumstance bonus on
the Wisdom checks to change direction.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Linguistics: 1d20 + 7 + 5 - 2 ⇒ (12) + 7 + 5 - 2 = 22
Knowledge Planes: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Knowledge Planes #2: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Knowledge Planes #3: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15

"Fascinating! Those runes on the circle represent the seven runelords of Thassilon, and that the one in the center represents evocation magic which is associated with the Runelord Alaznist!"

As she studies the strange wysps further she gasps in realization. "These wysps have been corrupted by the powers of Chaos rather than their own natural elemental affinity, (and thus empowering those of primal Chaos). Perhaps they could be snapped out of whatever is influencing them, but barring that, the might need to be destroyed!"

She points out the protean creature as the larger threat, drawing her bow and readying to fire. "I shall attempt to influence the wysps here. Concentrate upon the protean!'

Move: Draw bow.
Standard: use Diplomacy upon the Earth Wysp to influence it. Diplomacy: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

DC 18 Will save (add +4 if vs. air or electricity descriptor spells or effects that control or modify the weather): 1d20 + 11 ⇒ (1) + 11 = 12

OK, that was weird. Zephyr can't make the first or third Knowledge (Planes) checks.

Knowledge (Planes) #2: 1d20 + 1 ⇒ (7) + 1 = 8

The sylph holds up his hands and casts a lengthy spell. Electric-blue runes flare into being around his fingertips and remain in a corona above him, pulsing.

Casting call lightning; it takes a round to cast.


Inactive

Linguistics: 1d20 + 1 ⇒ (2) + 1 = 3
Kn. Religion: 1d20 + 9 ⇒ (14) + 9 = 23
Kn. Planes #1: 1d20 + 7 ⇒ (12) + 7 = 19
Kn. Planes #2: 1d20 + 7 ⇒ (17) + 7 = 24
Kn. Planes #3: 1d20 + 7 ⇒ (13) + 7 = 20

"Urgh...this place," Krakos grimaces as he looks around, Jamilla filling them in on most of what they're seeing. "It feels wrong."

Upon spotting the protean, he raises his morningstar and levels it at the creature. "You seem to be the cause of this mess, or at least part of it. We will see things put right!" He then draws out a scroll and reads from it, calling down a blessing for the party.

Declaring Judgement (Destruction) on the protean as a swift action, move action to draw my scroll of Prayer, then a standard to cast it.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Zypher begins to call upon the more destructive powers of the wind, chanting a soft prayer to summon the powers to him for later, while Krakos offers a challenge and then utilizes the stored energies of a divine blessing.

Jamila attempts to get through to the tiny floating rock, but it's nearly impossible to tell how it reacted, though it doesn't seem to do anything in your favor.

The large Protean creature, furious at you for something beyond your understanding, screams

in Abyssal:
"How dare you come here. Leave. Get out! You are not welcome."[/b]
before it flies in closer, landing on the larger island in the middle and unleashing magic of it's own. Suddenly all of you are engulfed in a multicolored explosion of leaping, ricocheting energy.

Spellcraft DC 19:
Chaos Hammer

The effects are based on your Alignment, and also your Type:

CG, CN, or CE - No Save:
Nothing Happens

LG, LN, or LE - Will DC 18 for Half:
Chaotic Damage: 4d8 ⇒ (7, 8, 7, 2) = 24 (or if you are an Outsider: 8d6 ⇒ (4, 1, 4, 6, 3, 6, 4, 1) = 29 and you are also slowed for Rounds: 1d6 ⇒ 6 If you make the Save, you are NOT slowed, and take Half Damage.

NG, N, or NE - Will DC 18 Half:
Chaotic Damage: 2d8 ⇒ (1, 6) = 7 (or if you are an Outsider: 4d6 ⇒ (5, 3, 2, 6) = 16.

ROUND 1 <Prayer>
Wysps (A ), (E ), (F ), (W )
Zypher (full round spell)
Krakos ()
Jamila ()
Protean Creature ()
Octaris ()
Ember ()
Rhyol ()


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Spellcraft: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
Will DC 18: 1d20 + 6 ⇒ (2) + 6 = 8

Edited the damage Jamila took.

Targos Will: 1d20 + 1 ⇒ (3) + 1 = 4 Targos is at -10 hp and is Dying.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Fixed the rolls above.


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Know History 1: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Know History 2: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Know Planes 1: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Know Planes 2: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Know Planes 3: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22

Do I need to start another Bardic Performance or is this the same fight?

If I need to Start a New Song:
Ember begins to sing a song about bravery and wisdom of the elements. Ember flies to the next island over.
Fly: 1d20 + 24 ⇒ (12) + 24 = 36 Bardic Performance Inspire Courage +2 2/19

If I Can Maintain My Song:
Ember continues to sing about bravery and elements. A song about choosing your way for your element and not chaos. She tries to remind the fire wisp of it's purpose. Know Planes: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 Ember flies to the next island over.
Fly: 1d20 + 24 ⇒ (1) + 24 = 25

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It's not the same fight, but since this essentially happens instantly, I'd say you could continue your original song.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Spellcraft check: 1d20 + 4 ⇒ (6) + 4 = 10


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

Octaris flies off the platform and unleashes a blast of water at the protean.

Water blast: 1d20 + 14 + 1 + 2 ⇒ (8) + 14 + 1 + 2 = 253d6 + 8 + 1 + 2 ⇒ (2, 2, 5) + 8 + 1 + 2 = 20


Inactive

Spellcraft (DC 19): 1d20 + 4 ⇒ (20) + 4 = 24
Will (DC 18; Prayer): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Krakos hisses with pain as the explosion of energy slams into him, though he's thankfully able to weather the worst of the effects.

"It uses the very essence of chaos against us!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Zypher begins to call upon the more destructive powers of the wind, chanting a soft prayer to summon the powers to him for later, while Krakos offers a challenge and then utilizes the stored energies of a divine blessing.

Jamila attempts to get through to the tiny floating rock, but it's nearly impossible to tell how it reacted, though it doesn't seem to do anything in your favor.

The large Protean creature, furious at you for something beyond your understanding, screams something at you in Abyssal, before it flies in closer, landing on the larger island in the middle and unleashing magic of it's own. Suddenly all of you are engulfed in a multicolored explosion of leaping, ricocheting energy.

Targos drops to the ground softly, it's body convulsing as it struggles against the multicolored lights. Octaris summons a burst of water, but as it rushes at the being of pure chaos, the water seem to split into two paths, travelling to each side of the Protean harmlessly.

vs S.R.: 1d20 + 4 ⇒ (8) + 4 = 12 <Failed. If you have and want to use a reroll, you may>

For all spells against the Protean, please give me a Spell Resistance check.

Ember continues to inspire her allies, then flies over towards the palm-sized ball of flame, trying to remind it of it's true purpose. For just a moment it shifts in place, almost as if turning to look upon her, and then there is a sudden flash of power. Suddenly all of those in the immediate area with close ties to the Elemental Plane of Fire feel a small quickening rush, while it seems that the Protean grows even more angry over something. "Fire" PC's get a +2 bonus to all Attack and Damage rolls.

ROUND 2 <Prayer>
Octaris ()
Ember ()
Rhyol ()
Wysps (A ), (E ), (F ), (W )
Zypher (full round spell) Concentration check please
Krakos ()
Jamila ()

Protean Creature ()


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Did Zephyr take any damage or any other obvious spell effect?

Concentration check: 1d20 + 11 ⇒ (9) + 11 = 20


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

Water Blast is a physical blast and therefore not subject to SR. Only the energy blasts that are touch attacks are affected by SR.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
JW Pregen wrote:
Did Zephyr take any damage or any other obvious spell effect?

I guess not. It's really difficult to remember who is who with these new pregens. You didn'[t take damage while doing the Full Round Spell, so no need for the check.

Turmoil's Pregen wrote:
Water Blast is a physical blast and therefore not subject to SR. Only the energy blasts that are touch attacks are affected by SR.

Oh, your right. I assumed it was the Energy Blast. In that case it does hit and the Protean does take damage.

ROUND 2 <Prayer>
Octaris ()
Ember ()
Rhyol ()
Wysps (A ), (E ), (F ), (W )
Zypher (full round spell)
Krakos (-8)
Jamila (-16)
Targos (-16)

Protean Creature (-20)


Inactive

Krakos takes a step back as he reaches into his pack once more and pulls out a small potion, which he quickly drinks down.

"Much better! Now the odds are slightly more even!"

Krakos takes a 5 foot step back, pulls out his potion of Fly and then drinks it.

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

Rhyol will rage and charge the enemy.

atk: 1d20 + 15 ⇒ (2) + 15 = 17

dmg: 2d6 + 11 ⇒ (5, 4) + 11 = 20

Need DC 17 ref or take fire dmg: 1d6 ⇒ 3

-Posted with Wayfinder


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

As his spell comes to a close Zephyr raises a hand, clenches his fist, and brings it down in an arc. In answer a lightning stroke materializes and crashes down on the protean. The sylph then leaps to the rock to his west, landing near Ember.

Spell penetration check: 1d20 + 6 ⇒ (16) + 6 = 22
Lightning damage: 3d8 ⇒ (2, 5, 4) = 11


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila heart constricts as she sees her faithful companion fall to the ground lifeless. She calls out "I shall join you momentarily," as she takes out a potion and a green pill. Dropping the pill into the potion, it soon froths out into a cloud that enjulfs both her and Targos.

Move: Draw potion of CLW
Standard: Drop volatile vaporizer into it.
Jamila heals HP: 1d8 + 1 ⇒ (5) + 1 = 6
Targos heals HP: 1d8 + 1 ⇒ (1) + 1 = 2
Krakos heals HP: 1d8 + 1 ⇒ (8) + 1 = 9
I am not sure if I roll separately for the healing here. If not then Krakos and Targos also gain 6 hp and is Stable.

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