Doom Comes to Dustpawn

Game Master shrodingerscat

Dalviss Crenn, ex-adventurer and proprietor of the Mineshaft Inn of Dustpawn (in eastern Isger, near the Drumish border) has sent an invitation to each of you, asking for aid. A meteor recently crashed somewhere in the hills, several miles to the south of Dustpawn, but Dalviss believes it to be a ship from the far reaches of space. The townsfolk scoff at his theory, and to save himself further ridicule, and get to the truth of the matter, Dalviss has turned to you to find the crash site.


1,201 to 1,250 of 1,456 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Eyes Only:
1d20 + 8 ⇒ (19) + 8 = 27

Alright, well it looks like we're going to get into some combat, so I'll roll initiative for you guys, but we'll start tomorrow.1 suprise round and enemy goes first...

Player Init:
Alar 1d20 + 3 ⇒ (16) + 3 = 19, Ayreth 1d20 + 0 ⇒ (2) + 0 = 2,
Bart 1d20 + 2 ⇒ (3) + 2 = 5, Blue Heron 1d20 + 5 ⇒ (9) + 5 = 14, Gii 1d20 + 2 ⇒ (9) + 2 = 11, Linndell 1d20 + 10 ⇒ (4) + 10 = 14, Paul 1d20 + 4 ⇒ (13) + 4 = 17= 19+2+5+14+11+14+17 = 82/7 = 12

Enemy Init:
1d20 + 2 ⇒ (14) + 2 = 16


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Bartholomew, as they move closer, decides to take out his amulet and 'shift'. He suddenly feels very cold as shadows begin to twist and turn around his chest, and slowly seep further up and down his small, child frame. He shivers silently, and as he does this he attempts to keep to the darker area's of the tunnel to hopefully avoid notice from whatever enemy they might face. Bart's best spells were wasted last time they fought a serious threat and that just wouldn't do. As the shadows completely enveloped him, Bart crouches down, making himself an even smaller target.

Bart's Stealth: 1d20 + 16 ⇒ (4) + 16 = 20

Before they move further, and initiate the whole combat thing I wanted Bart to do this. Sorry for the delay again. He'll activate his shadow form on his amulet and spend one from that resource pool.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Bartholomew Grayson wrote:
Before they move further, and initiate the whole combat thing I wanted Bart to do this. Sorry for the delay again. He'll activate his shadow form on his amulet and spend one from that resource pool.

I guess "ret-con"?

As Paul waits for something to happen he turns and notices Bart do what it is he's doing and vanish into the darkness of the shadows.

His eyes narrow but he says nothing; instead he draws his other short-sword and continues to wait...


Surprise round

Suddenly, from around the corner,two creatures rush out and appear in the passageway right in front of Linndell. One is a squat humanoid, if one could call it that with a pinched and swollen body in a tumorous fatty shape with spindly arms but long clawed fingers and toes. The other is a crackling orb of energy, giving off white and yellow sparks, floating in the air above the first creature only a foot or so below the dirt and rock ceiling.
(both are small sized and right on the square w/ 4 on it, the ceiling ranges in the mines from 14-18 generally)
Knowledge Planes to Identify DC 12 for the first, 13 for the second

ROUND 1

The crackling orb spins several times, and a strong smell of ozone fills the air, then a thin bolt of lightning comes shooting out of its center at Linndell, but it arcs past him and strikes the wall to the north.
The small disgusting fatty creature raises its arms up and waves them in a monkeylike gesture, and makes a Haghhking sound then spits a fist sized glob at the wall behind Linndell (point at D3/4). As it strikes the wall it explodes into a cloud of noxious green gas filling the immediate area (20ft radius) Fort DC 13
Linndell and Alar please roll Fort DC 13, EDIT: the area in green provides concealment like a fog cloud

Orb's attack:
1d20 + 8 ⇒ (3) + 8 = 11

Map
Your turn heroes!


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

The light of the sun and moon spill forth from Blue Heron's body. All characters in 30' get a +1 morale to hit, damage, and saves v fear.

She then boldly moves into the cloud to confront their enemies. E3


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

gm:
fort: 1d20 + 2 ⇒ (1) + 2 = 3

Linndell moves back towards the group to square H3 and draws his bow.

edit: format typo

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 1

Hearing an explosion, Ayreth calls out, "What happenened?!" and runs forward.

-----------------------

Full action: Run to J-3.


@Blue: as a reminder, the dotted red area is a trap that has not been disarmed (yet), do you have enough movement to get around it? Assuming you still want to move foward.

Anyone who moves into green clouded area I'll need a Fortitude save (DC 13).

Linndell-you are currently nauseated as long as you are in the area of the cloud, and the condition persists for 1d4 + 1 ⇒ (2) + 1 = 3 rounds after.


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

gm:
Just in case you missed it, I moved to H3, out of the cloud


Mid Round 1 Map

Blue, I haven't moved you yet until we get clarification on what Lefty asked earlier ... Once I do, I will move you this round. Thanks.

Linndell and Ayreth, you have been moved this round.

Please remember that the 10ft square area (with red dash lines) is the larger trap and it is still armed and should be bypassed. Thanks.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:

Mid Round 1 Map

Blue, I haven't moved you yet until we get clarification on what Lefty asked earlier ... Once I do, I will move you this round. Thanks.

Linndell and Ayreth, you have been moved this round.

Please remember that the 10ft square area (with red dash lines) is the larger trap and it is still armed and should be bypassed. Thanks.

What of the gray square at I:3?

Paul's nostrils widen at the stench in the cave, and his eyes narrow at the sounds of imminent battle.

He turns a glance behind briefly toward Bart, waiting to see what the boy will do first...


Paul, as was mentioned to you all via Linndell, the 5 ft sq grey area is the pressure plate trap Linndell disabled earlier. It is safe now.

So Paul is holding action until Bart acts this round?


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
Paul, the 5 ft sq grey area is the pressure plate trap Linndell disabled earlier. It is safe now.

Cool, thanks!

GM Right Hand of Doom wrote:
So Paul is holding action until Bart acts this round?

Only theoretically - I have to go to bed because it's 1:30 AM here and I have to work tomorrow. Please be patient for me on that count.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

It might be E4, but I can avoid the trap.

Fortitude: 1d20 + 9 ⇒ (8) + 9 = 17


Mid Round 1 Map

* 10ft sq area marked with red dashes is the larger trap that is still armed. Move around it unless you want to set it off.

* 5ft sq grey area is the small trap/pressure plate disarmed by Linndell. Safe now.

* Green dashed area is cloud of noxious green gas. Provides concealment like fog cloud. Anyone who is in or moves into the green gas must make a Fort Save (DC 13).

* You may roll Know Planes (DC 12) to find out what the swollen bodied, spindly armed creature is, and, Know Planes (DC 13) to discover what the cracking orb of energy, giving off white and yellow sparks, is.

**********************************************************************

Success on Fort save for Blue and thanks for clarifying the position. Have moved you now.

Linndell at H:3 (nauseated for 3 rounds), Ayreth at J:3 and Blue at E:4.

Only Gii, Bart and Alar and Paul left to act in Round 1. Alar also needs to roll Fort save, please.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Bart's Knowledge (Planes): 1d20 + 10 ⇒ (7) + 10 = 17
Bart's Knowledge (Planes): 1d20 + 10 ⇒ (7) + 10 = 17

Bart steps forward toward the battle. He hadn't seen the creatures themselves, but Alar was easily able to provide a description, just as the smoke started to fill the area. Bart winced when he felt Alar's pain from the noxious cloud, but, weak as he was against physical attacks, Bart dare not get closer. He instead waited in his shadows, hugging a nearby wall near but not on the trap.

The hands:
Bart will use his move and a standard to get to K/3, then hold there for the moment. He will relay to the others whatever he learns about the plane creatures.

Bart's Stealth: 1d20 + 16 ⇒ (10) + 16 = 26

Alar takes a deep breath in the fog and immediately regrets it. The thing didn't just smell foul, it tasted foul. Rather then succumb though, the Lion shakes off the nasty taste and steps toward where he had last seen the creatures. The moment he gets close, the fog opens just enough for him to see, so he lashes out with his fangs against the creature that caused the noxious cloud to appear.

Alar will move to B4, moving around the trap, and then attack the small fat thing with a bite attack.

Alar's Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Alar's Power Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Alar's Damage: 1d6 + 13 ⇒ (1) + 13 = 14 Damage = 7 str + 6 Power Attack
Miss Chance: 1d100 ⇒ 73 1-20 misses it.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
Only Gii, Bart and Alar and Paul left to act in Round 1. Alar also needs to roll Fort save, please.

GM - 2 things -

1. Even if I was able to use Knowledge Planes there isn't a way for me to do that because Left said the green stuff was like a fog cloud. As far as I know that means we can't see more than 5 feet into the cloud; and even if we were literally next to the creature, and still managed to hit the creature if we could hit the creature; there is a 20% chance that a successful hit will still fail. That being the case, if someone in the party had Knowledge Planes is there any way they could even use it since the creature is essentially invisible to anyone who isn't in the cloud and no more than 5 feet from it?

2. I'm waiting for Gii and Bart to go - but now I have to go to work and I won't be able to act in any case until we get back.

Follow-up: Since the enemy creature won Initiative and is acting in a Surprise Round and also has Concealment, even if Paul ran around the corner I don't think that "in-character" he would be able to do anything because he wouldn't know the creature exists at this time. Since there is no way for him to know about this "In-Character" I kind of have to wait to do something for a while anyway. But I'll have something up after the others make their posts and when I get home. See you then.

EDIT: I guess I'm waiting for Gii to go now - I'll have something up later when I get home from work.


Paul, through the message link set up by Bart, Linddell and Alar have been feeding you guys info. It isn't a far stretch that as soon as Linddell and Alar saw the creatures appear they would have sent a quick description. Thus anyone can attempt the Know. Planes. So I leave it up to you.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Round 1

Gii rushes forward upon hearing the commotion up ahead, weapon grasped tightly in both hands. "What is going on?" he asks hurriedly, eyes peeled and quarterstaff ready to strike.

Gii moves to H4 and readies an action to attack if either of the enemies enter melee range.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

Paul watches the Chelaxian boy near him disappear into the shadows; his eyes like ice as he watches the boy vanish; then he turns and watches his companions rush off in the other direction.

Paul debates what he'll do, but decides to leave the boy in the darkness he moves around the corner to aid his friends.

When he turns the corner he sees that there is foul looking cloud which his gaze cannot pierce.

If there was a threat inside it, or beyond it, there is no way he could hope to see it.

His only recollection from Linndell's words thus far is that there has been nothing but trap after trap in this filthy hole.

However, the only person in the company who is able to heal is the doctor; and he has moved dangerously close to the edge of this gloom.

So I guess Paul will "Double-Move" to 4:I so that he's able to take his next action on the next round. He has his weapons drawn; though.


At end of Round 1, the map looks like this:

Nesher Mine Map

Bart:

Through your connection to Alar and his descriptions communicated via your link, your knowledge planes reveals that the bloated creature is one of the lowest demons of the Abyss - a Dretch. And the second creature - the orb with the lights - is a small bound outsider called a Defender Globe. You may pass along this knowledge to your companions.

Alar managed to take a nice chunk out of the creature in front of him. It is in a bad way at the moment, but still alive.

The green stink cloud is still active.

We're now at the top of Round 2 and it's the bad guys turn.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Bartholomew winces as Alar's descriptions come to mind and he recalls quite well from the books he had read so long ago what they were. Through his spell, Bart is easily able to inform everyone else whats going on, and does so. "We got ourselves a demon and a Defender Globe. The demon's a Dretch, nasty things from the Abyss, but not very big. Alar says he took a chunk out of him, and now that he's close he can do a lot more, but that orb's going to be a bit tougher to pin down."

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 1 flavor:

Coming around the bend, Ayreth is confronted with the sight of the green gas cloud. "Ugh! Perhaps we might use the trap against them if we retreat some."


ROUND 2

The ugly creature that Bart had identified as a dretch burbles and wobbles as it slashes ferociously at Alar with claws and teeth, while the defender globe spins again and shoots out a bolt of electricity and then moves along the ceiling towards the party (G2)...but a combination of poor visibility and Alar's nimbleness keeps him unscathed.

Attacks:
Dretch:claw,claw,bite: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (16) + 4 = 20Globe zap!: 1d20 + 8 ⇒ (12) + 8 = 20miss chances: 1d100 ⇒ 51d100 ⇒ 541d100 ⇒ 661d100 ⇒ 31

Current Map

Your turn heroes!

Note: The defender globe is 16 ft up in the air, and I'll need another Fort save DC 13 from Blue and Alar
Linndell, you have 2 additional rounds of nausea


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Linndell moves back, retching as he moves

Linndell moes to L2


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Alar lets out a roar! Knowing that he was facing a demon, the guardian lets go of any restraint and retaliates against the Dretch with great ferocity.

Bart, meanwhile, informs the group through his spell, "Alar is holding off the Dretch, but the Defender Globe is coming toward us. Everyone get ready!"

Alar will Full attack the dretch.

Alar's Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Bite Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Power Attack
Claw 1 Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Claw 2 Attack: 1d20 + 7 ⇒ (14) + 7 = 21

Bite Attack: 1d6 + 9 ⇒ (4) + 9 = 13
Claw 1 Attack: 1d4 + 9 ⇒ (2) + 9 = 11
Claw 2 Attack: 1d4 + 9 ⇒ (3) + 9 = 12


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

Don't forget your +1s

Blue Heron whips out the wand of magic missiles and tries to channel her qi through it aiming at the globe.

Use Magic Device: 1d20 + 12 ⇒ (19) + 12 = 31

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

Paul looks at the cloud and the creature floating just outside the cloud.

Without knowing its potential, or its power, he looks at Gii -

"Doc - get the hell back; you can't do anything here - get the hell back!" he calls out with a tight voice, his voice now switching to the Common Tongue for some reason...

I'm waiting on Gii's move here - depending on what he does will effect Paul's formal "In-Game" action.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Right, thanks! Hands, Alar will hit at +1 and deal an additional +1 damage with his attacks thanks to Blue Heron's Power of Faith.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

"BACK OFF, ANTAIRIS," Gii snaps, not even sparing a look to the other man as he worries about the enemies engaging his companions. "I am the Hand of the All-Seeing Eye and I do NOT need you to babysit me!" he finishes as he grips his holy symbol and stamps a booted foot on the hard ground.

"ΌΤΙ προστατεύει!" the Nethian states in a tongue that seems as if it should be coming from a beast many times his size, and a wave of light blue mist spreads out from his feet, enveloping Gii's comrades.

Gii uses his Deflection Aura domain power. +2 Deflection AC and CMD for 5 rounds for allies within 20 ft.

Current Status:
[ HP: 36/41 | 1st: 4+1/4+1, 2nd 3+1/3+1, 3rd 2+1/2+1 | Channel 4/4, DA 0/1, DV 7/7 | Effects: Obedience, Deflection Aura (5/5) ]
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Doctor Gii wrote:
"BACK OFF, ANTAIRIS," Gii snaps, not even sparing a look to the other man.

Paul's eyes widen in shock at the doctor's words.

Then his eyes go flat and he sheathes his masterwork shortsword; his other weapon ready in his hand.

Alright, I guess that for now Paul will use Total Defense at this time as he can't hit the creature in the cloud or the one that's 15 feet above him with a melee attack.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 2 flavor:

Ayreth grins and asks, "How much do you trust me, Antairis?"

-----------------

Just double-checking: The globe and ceiling are 16ish feet up?


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Ayreth wrote:
"How much do you trust me, Antairis?"

Paul's eyes flick behind him momentarily.

In Fey:

"Thy heart is both proud and fierce and I deem that no creature may bend thy spirit unless thee choose to acquiesces - for that strength alone I trust thee more than thy may know..."

He speaks to her quickly, his eyes flicking back to the hovering sphere, but it seems that the tone of his voice has mellowed somewhat since the comments from Gii.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 2

"Mar sin go mbeadh sé." Ayreth bows her head and extends her arms out to each side of herself, fingers extended. Her hands turn, the fingers of her left hand close so that each fingertip is touching the others. In front of her chest, she places the tips of those fingers against the palm of her right hand, and begins raising her hands as her head comes up. In response, Paul begins to Levitate off the ground to just under the ceiling of the tunnel.

--------------------

Sylvan:
So be it.

Levitate:
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

--------------------

Current Status:
| HP: 35/35 | AC: 12 | Cradle:47/50 | Spells: 1st: 8/8 2nd: 4/5 | Coat: 5/5 | Flare: 1/1 | Longstrider(5 hours): 1/1 | Know Direction: 1/1 | Healer's Kit 10/10 |


Blue, as the orb is on the other side of the fog, it gets concealment from your current position. I'm going to roll that for expediency.

1d100 ⇒ 75

Blue, your magic missile hit the Defender Globe for 2 damage and it is still up and moving.

Bart, you forgot to roll your miss chance as the dretch has concealment. I will roll one for each attack for you this round.

1d100 ⇒ 75
1d100 ⇒ 80
1d100 ⇒ 76

Alar's two claw attacks rend the dretch, ripping it apart the demon bursts into flame and disappears -- gone back from whence it came.

As Linndell tries to move away, the Defender Globe gets an AoO on him,

electrical bolt: 1d20 + 8 ⇒ (14) + 8 = 22
Electricity damage: 2d6 ⇒ (2, 4) = 6

Linndell is hit for 6.

The green cloud dissipates and the left tunnel is clear again.

End of Round 2.

Beginning of Round 3 -- I will have new map up soon. And bad guys are up.


1 person marked this as a favorite.

ROUND 3

Just as the remains of the dretch finally disappear, from around the corner comes yet another crackling globe of energy along the ceiling. The new defender globe stops 5ft back from where the dretch fell (2nd globe at -A:4 on map) and an bolt of lightning arcs from its body out at Alar...but misses and strikes the ground in front of the lion!

Defender Globe 2 attack on Alar:
1d20 + 8 ⇒ (3) + 8 = 11

Meanwhile, closer to the party, the first globe spins again and fires an electric bolt of its own.

Choices choices!:
1-50 Blue, 51-100 Gii 1d100 ⇒ 9

Defender Globe 1 attack on Blue: 1d20 + 8 ⇒ (18) + 8 = 26
Electricity Damage: 2d6 ⇒ (6, 3) = 9

And it hits Blue for 9 damage.

Map in Round 3

Your turn Heroes!
NOTE: Linndell, this will be your last round of nausea.

Important note for Blue Heron:
Regarding your bad dream of the night before and your current migraine, you are effected in this way over the course of your day (sorry forgot to mention this earlier as it slipped my mind):

During the day, as a consequence of the migraine (and bad dream), whenever great danger arises and you are confronted with a stressful situation in combat (or any risky activity), any time you undertake an action other than attack with a melee weapon (this includes unarmed strikes with your fists), you become sickened for the remainder of the round.

Also remember, you have -1 penalty on all Dexterity and Intelligence based skills checks and on all attack rolls during this day.

This will take effect from this round (3) as it was the GMs fault for not remembering until now. ;)


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
Bad guys are up.

Looking forward to next round, GM :)


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
ROUND 3

GM - I'll hold action until after the others have had a chance to act.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

Round 3

Ayreth calls out, "Antairis, try to push yourself along the ceiling. I will keep you up." She steps forward and rotates a finger at her side as if stirring a small pot. A spinning disc coalesces above her head. Paul, who has a decidedly different vantage point, can see that it is a spinning starknife. The disc shoots out a copy of itself toward the revealed and nearest Defender Globe.

--------------------

5' to I-3.
Std: Cast Spiritual Weapon.

SW: Starknife: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
SW: Force Damage: 1d8 + 1 ⇒ (3) + 1 = 4

GMs:
RAW, Spiritual Weapon is Wisdom-based, as per FAQ. I used Charisma since it is my primary casting stat. If you prefer that I use Wisdom, please let me know, and my attack gets -3.

--------------------

Current Status:
| HP: 35/35 | AC: 12 | Cradle:47/50 | Spells: 1st: 8/8 2nd: 3/5 | Coat: 5/5 | Flare: 1/1 | Longstrider(5 hours): 1/1 | Know Direction: 1/1 | Healer's Kit 10/10 |


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Ayreth wrote:
"Antairis, try to push yourself along the ceiling. I will keep you up."

Cool - I believe I can use my left hand to "take a 5-foot step" across the ceiling to 3:H and attack the creature at 2:G with my sword +1 short-sword which is still in my right hand.

If I'm not able to do this, I'll do something else - GM; can you confirm my chance to do that, or do I need some kind of "climb" check to move across the ceiling; if so, what would it be?

While I wait - Free Action:

In Sylvan:

"I see my trust is not misplaced! Thou art fierce as well as cunning and both are admirable qualities, especially in a friend..."


@Paul:
Yes, you may push off the wall as a move action and move to H3 and attack with the weapon in hand. Just remember as long as you are levitated you have a cumulative -1 to hit with each attack (to a maximum of -5).


Ayreth:
Because Spiritual Weapon is designed primarily as a cleric spell and their primary casting stat is WIS, we are going to stick with that and not allow it changed to another class' primary casting stat (plus it does say WISDOM modifier in the wording). Sorry. So please add your WIS mod to subsequent attacks using Spiritual Weapon. Thanks, A. :)


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Ayreth wrote:

Round 3

"...I will keep you up."

Paul glances down at Ayreth and nods in assent. He pushes himself across the ceiling to H:3 and swings his magical shorstword at the globe at G:2.

Attack with Magical Sword and Blue's buff - coupled with a -2 and -1 penalty for Power Attack and for hovering...

1d20 + 9 + 1 - 2 - 1 ⇒ (12) + 9 + 1 - 2 - 1 = 19

If it hits -
1d6 + 1 + 1 + 1 + 4 ⇒ (4) + 1 + 1 + 1 + 4 = 11


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

When the Defender Globe attacks Blue, Gii raises his staff into the air. "HOLD!" he calls, the lense at the top of the weapon glowing slightly.

Gii will attempt to absorb the Defender Globe's spell(?) into his staff.

Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Dispel check: 1d20 + 5 ⇒ (18) + 5 = 23

Hands:
I'm aware the attack may not be a spell, but it appears to act like one, so I'm giving this a shot, anyway. :)


Male half elf Slayer(sniper) 8, HP 114/114, AC 26, T 17, FF 19, F +10, R +12 W +8, +2 enchantment, Init +10, Per +17(+21 traps), lowlight

Linndell does not move, but draws his bow.

current hp 11/33


Gii:
RE: Spellcraft-If it is a spell, it's none you've ever seen before. Your staff doesn't seem to take in any energy from the actions of the Defender Orb.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Gii clicks his tongue as his gambit fails.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

The electrical strike plays against her skin, but leaves her less burned than one might expect. Blue Heron pours more of her qi into the wand.

Use Magic Device: 1d20 + 12 ⇒ (8) + 12 = 20

Another magic missile bursts from the tip of the wand.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Bart and Alar both hold their actions, having no real recourse against things out of their reach. If anything else shows up I'll have them act but otherwise I think they're done for the round.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

You could shoot stars at them.

1 to 50 of 1,456 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doom Comes To Dustpawn All Messageboards

Want to post a reply? Sign in.