Forgotten God (table 2) (Inactive)

Game Master Whack-a-Rogue

Skaar House
Abbey


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"There's a mage at the Quantium Academy who owes me a favor. He'll teleport us to him if we give him a couple days advance notice. If you'd like, I can get in touch with him, and we can go after the tournament."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar grunts as he nods in agreement. "Until after the tournament then."

"If this works out and I find some of the information I'm lookin' for, I might be able to teach you some sphere-casting. In exchange for more help that is."


"Sounds fair. I'll talk to you later. Good luck in the next round."

Anything else before we advance to the next day? You have two rounds left of the tournament.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Nope. Skaar's good to move on. Was there additional allowance given for supplies?


Not unless there was something special you forgot to get last time. Since you tend to beat people down bare-handed and have only used one potion, Harrigan doesn't want to "waste more money on stuff you don't need."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Heh, fair enough.


The next day's bout is billed as a "Battle against the Elements." As usual, you're given a minute to prepare before the wall panel opens.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

If he can manage it, Skaar attempts to get information from the arena crew on what the Battle against the Elements might be.

Gather Info: 1d20 + 10 ⇒ (9) + 10 = 19

As he waits for the doors to open, Skaar shields himself with a layer of force once again.

Armored obstructing aegis.


I don't think they're supposed to stack, but I don't have a problem with it as DR 1 isn't that unbalancing. Remember that once you've absorbed 10pts damage, your aegis ends.

This time, it's the ceiling that opens, and the floor you're standing on rises to the arena. You're left on a round platform in the middle of a large room. The floor is separated into four quadrants, and in the far corner of each is a short column with a lever on it. Circling each lever is a glowing red ioun stone.

Map has been updated


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar is equal parts impressed by the engineering at work and puzzled by its purpose. He studies the floating stones while he waits for his opponents to show themselves.

If we're in initiative currently, Skaar will concentrate on a barrier.


Interestingly, we're not in initiative at the moment. ;-)

You remain alone in the center of the arena as the ioun stones continue to circle the pillars. Perhaps the levers do something?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Are there any Price is Right-like shouted clues from the audience? =P

When no enemy shows itself, Skaar becomes puzzled. Not wanting to disappoint his fans, the big orc approaches the north-western lever and pulls it.


Skaar: 1d20 + 1 ⇒ (19) + 1 = 20
Enemies: 1d20 + 7 ⇒ (17) + 7 = 24

As soon as you step onto the arena floor, the ground erupts in flames. Small bonfires are everywhere, and you'll have to pick your path carefully to avoid being burnt. At the far corner by the lever are four particularly-large flames that seem almost alive.

Knowledge(planes): 1d20 + 5 ⇒ (1) + 5 = 6

Map is updated


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar consider the flames, both animate and sessile. Flames could burn his flesh but the Unfailing Pillar was born in the primal chaos of creation. These lesser elementals were no real threat to his divine form, not even in his weakened state.

After drawing in some of the nearby flames, Skaar advances on the lever.

Spending a mythic power for inspired spell, Elemental: Feed on Fire.

Quote:
You may spend a spell point to gain the ability to absorb energy from fire for 1 minute per caster level. You gain fire resistance equal to your caster level. Whenever you take damage from fire (whether or not it is enough to penetrate your fire resistance), you are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this ability (minimum: 1). Damage dealt in excess of this amount is handled normally.

So that'd be resistance 4 with healing conversion 2.


GM Rolls:
Slam: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Slam: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Slam: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Slam: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Confirm: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Damage: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9

The larger flame sprites charge to meet you as you advance. One of them connects with a firey strike that feels surprisingly solid. While your body is protected from the heat, your clothing isn't so lucky, and you catch on fire.

Skaar: 7pts bludgeoning damage after the healing conversion. Also, you're on fire. Reflex 16 as a full-round action to extinguish.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

The impact from the elementals' blows was solid enough to hurt but not enough to keep him from his goal. With one meaty paw he reaches out and pulls the lever while the other snatches the orbiting stone from the air.


GM Rolls:
Slam: 1d20 + 7 ⇒ (19) + 7 = 26
Slam: 1d20 + 7 ⇒ (10) + 7 = 17
Slam: 1d20 + 7 ⇒ (12) + 7 = 19
Slam: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 2 + 2d6 ⇒ (5, 5) + 2 + (6, 2) = 20
Fire: 1d6 ⇒ 4

The flame creatures lashed out at you as you rushed past them and pulled the lever. A couple blows landed, but your flame shield absorbed the worst of the assault. As soon as you pull the lever, the ioun stone turns green, and the fire beasts dissipate - although the smaller fires remain. The crowd cheers, and you hear the announcer cry, "One down; three to go!"

Skaar: 6pts bludgeoning damage after the healing conversion. You're still on fire.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

With a roar, Skaar holds his prize aloft for the crowd to see. The flames don't bother him in the slightest.

Can Skaar gleam anything about the ioun stone?


The ioun stone appears to indicate whether or not you've pulled the lever it circles. The light is certainly easy to see from quite a distance away.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Oh. =)

Skaar concentrates bolstering his own endurance and then heads for the eastern lever.

Using Invigorate for 2 temps.


As soon as you enter the eastern quadrant, water begins to seep up from the ground. Somehow, it's contained only in the one quadrant and is soon 30ft deep. Around the now-submerged lever, you can see a quartet of water elementals.

Ready for some underwater combat? Or you can get creative and bypass everything like you did for the fire lever. ;-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Hmm. I’d planned on turning into a polar bear but it turns out they don’t have a swim speed.

Despite being suddenly submerged, Skaar through the water like a muscle-powered rocket. As he paddles he wills time in the area to slow just enough to give him an advantage.

Inspire Spell for Time (Haste): Improved Haste. This will last for four rounds.

Haste wrote:
You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
Improved Haste wrote:
When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.

I suppose that means I’m not on fire anymore. =)


Yeah, those fires are definitely doused. No more free healing for you. ;-)

Swim: 1d20 + 11 ⇒ (14) + 11 = 25
Skaar Init: 1d20 + 1 ⇒ (17) + 1 = 18
Enemy Init: 1d20 + 1 ⇒ (6) + 1 = 7

Elemental: 1d20 + 7 ⇒ (1) + 7 = 8
Elemental: 1d20 + 7 ⇒ (7) + 7 = 14

You begin to swim toward the lever in a blur of motion. You're about a third of the way there before the elementals notice you. Two charge at you while the others hang back to guard the lever.

Area is Rough Water, so DC 15 Swim checks to move. You have 38 rounds of air remaining. The two elementals in melee with you are blocking the most direct path to the lever (below you at a diagonal).

Underwater Combat Rules


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar powers forward, heedless of the elementals pounding against his sides.

Full round swim of 30 feet. Swimming ‘over’ the elementals in his way and then down provoking as needed.

***

Next Round:

Skaar grabs for the lever and pulls!


Skaar Swim DC 15: 1d20 + 11 ⇒ (1) + 11 = 12

GM Rolls:
Elemental: 1d20 + 7 ⇒ (3) + 7 = 10
Elemental: 1d20 + 7 ⇒ (6) + 7 = 13

Skaar Swim DC 15: 1d20 + 11 ⇒ (11) + 11 = 22

GM Rolls:
Elemental: 1d20 + 7 ⇒ (18) + 7 = 25
Elemental: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Skaar Swim DC 15: 1d20 + 11 ⇒ (9) + 11 = 20

GM Rolls:
Reflex DC 16: 1d20 + 8 ⇒ (10) + 8 = 18
Reflex DC 16: 1d20 + 8 ⇒ (8) + 8 = 16
Elemental: 1d20 + 7 ⇒ (10) + 7 = 17
Elemental: 1d20 + 7 ⇒ (12) + 7 = 19

The choppy water is difficult to swim in, and even with you supernatural speed, it's still rough going. The two elementals continue to harass you, and one gets a solid blow past your defenses. As you power your way closer to the lever, the two guard elementals transform into a large whirlpool, and it takes all of your strength to force your way through the strong current. Finally, with the last vestiges of your speed boost, you wrap your fingers around the lever and pull. Instantly, the nearby ioun stone glows green, and the water rapidly recedes. You're left on dry land and can once again hear the cheering crowd. Two quadrants remain.

Skaar: 9pts bludgeoning damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

That's 7 after the temps.

Skaar answers the crowd's cheers with a roar of his own. He bolsters himself before settling into a more loose combat stance. Once he's ready the big Orc steps up to the line and bolts for the southern lever.

Getting the +2 temps and martial maneuvers for Dodge.


Skaar: 1d20 + 1 ⇒ (14) + 1 = 15
Elementals: 1d20 - 1 ⇒ (4) - 1 = 3

As you step onto the lower right quadrant, the ground cracks and turns rocky. Pools of acid bubble up from the ground, and a quartet of humanoid rock formations rise up and turn toward you.

Map's been updated. The ground in this quadrant is considered difficult terrain.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I can't mess with the map right now.

Knowing what to expect by now, Skaar lumbers forward with his huge fists up ready for a brawl.

Readied Punch: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damage: 1d6 + 8 + 2 ⇒ (6) + 8 + 2 = 16


Bull Rush: 1d20 + 11 - 16 ⇒ (19) + 11 - 16 = 14

The closest elemental charges right into your fist, killing its momentum and thwarting its attempt to knock you into a pool of acid. One of the others moves toward you as well, but you remain just out of its reach. The remaining two elementals hang back to defend the lever.

Elemental 1: 16pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Before the elemental can recover Skaar smashes it again with his fists.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (16) + 9 - 1 - 2 = 22
Damage: 1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13

If that finishes it he'll step forward to smash the next one.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (3) + 9 - 1 - 2 = 9
Damage: 1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Next Round:

The big orc continues to pulverize the earthen creatures blocking his way.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (14) + 9 - 1 - 2 = 20
Damage: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Flurry: 1d20 + 9 - 1 - 2 ⇒ (16) + 9 - 1 - 2 = 22
Damage: 1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13


Slam: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damage: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Slam: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

It takes several more blows, but you're able to pulverize the first elemental - taking a nasty blow in the process. The second elemental throws a rocky fist at your head, but you duck under it and knock it back with a powerful punch.

Elemental 2: 13pts damage

Can you view/edit the map yet? I want to make sure you know where the acid pools are.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I can view the map but I can't make any edits. I'm walking around downtown right now for E3.

Skaar whistles when the elemental's rocky fist knocks the wind from him. He squares his fighting stance and throws more stone-crushing punches. As he strikes the bruises he's suffered begin to mend.

Activate fast healing.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (13) + 9 - 1 - 2 = 19
Damage: 1d6 + 8 + 2 ⇒ (6) + 8 + 2 = 16

Flurry: 1d20 + 9 - 1 - 2 ⇒ (4) + 9 - 1 - 2 = 10
Damage: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14


Lucky! My wife and I have been watching the reveal trailers as they come out on Youtube. She's already pre-ordered Fallout 4, and I'm considering XCOM and Deus Ex.

One punch misses, but the other hammers the side of the elemental's head area, and bits of rock fall off. With an inarticulate roar, it attempts to push you into the nearby acid pit.

Bull Rush: 1d20 + 11 ⇒ (10) + 11 = 21

Elemental 2: 29pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I've got some Bethesda swag I can send you if you don't mind paying for shipping.

After standing strong against the elemental's tackle Skaar pummels it again.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (14) + 9 - 1 - 2 = 20
Damage: 1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13

Flurry: 1d20 + 9 - 1 - 2 ⇒ (7) + 9 - 1 - 2 = 13
Damage: 1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15


OMG! I'm totally going to surprise my wife! We're in Winter Park, FL. Near Orlando.

As you dispose of your opponent, the remaining two elementals begin to move toward you. Unless you fancy being pummeled, you'll have to go through them to reach the lever.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

PM me your address.

Eager to pull the next lever, Skaar darts past the two elementals and pulls the lever.

Provoking. If one of them scores an especially nasty hit he'll use sudden block.


Sent! :-)

AoO: 1d20 + 9 ⇒ (17) + 9 = 26
AoO: 1d20 + 9 ⇒ (16) + 9 = 25

Sudden Block Reroll: 1d20 + 9 ⇒ (19) + 9 = 28

Damage: 2d8 + 14 ⇒ (3, 1) + 14 = 18

You rush past the pair of elementals, taking two nasty hits in the process - despite your extraordinary reflexes. Their blows aren't enough to fell you, however, and they crumble to dust when you pull the lever. The circling ioun stone turns green, and the crowd's cheers redouble in volume. Only one lever remains.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar addresses his admirers while soothing his aching bruises.

Cure: 1d8 + 2 ⇒ (8) + 2 = 10

Cure: 1d8 + 2 ⇒ (7) + 2 = 9

After those cures, Skaar steps into the last zone. Four rounds of fast healing remaining.


You: 1d20 + 1 ⇒ (1) + 1 = 2
Them: 1d20 + 9 ⇒ (17) + 9 = 26

As you step into the last quadrant, the wind begins to increase steadily. Before long, it's difficult to move. In addition, four air elementals appear around the final lever.

DC 10 STR checks to move closer to the lever. Or a Fly DC 20 if you're airborne.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar pushes forward wary of the living wind.

Strength: 1d20 + 7 ⇒ (7) + 7 = 14

Readied Punch: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Damage: 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12


GM Rolls:
Slam: 1d20 + 9 ⇒ (19) + 9 = 28
Slam: 1d20 + 9 ⇒ (17) + 9 = 26
Slam: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 3d6 + 9 ⇒ (3, 1, 6) + 9 = 19

Fighting against the wind, you make your way toward the lever when three of the elementals rush forward. Their speed catches you off-guard, and your hastily-thrown punch goes wild. They slam into with surprising force.

Skaar: 19pts bludgeoning damage

Did you want to use Sudden Block?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Not yet. Save it for a crit for now.

Despite being battered by the surpisingly strong wind, Skaar doesn't give an inch. Suddenly blocked from reaching his objective the big orc smashes his fists into the elementals.

Targeting the southernmost one.

Flurry: 1d20 + 9 - 1 - 2 ⇒ (13) + 9 - 1 - 2 = 19
Damage: 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Flurry: 1d20 + 9 - 1 - 2 ⇒ (9) + 9 - 1 - 2 = 15
Damage: 1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Next round:

Flurry: 1d20 + 9 - 1 - 2 ⇒ (18) + 9 - 1 - 2 = 24
Damage: 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Flurry: 1d20 + 9 - 1 - 2 ⇒ (20) + 9 - 1 - 2 = 26
Damage: 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12


Skaar Crit Confirm: 1d20 + 9 - 1 - 2 ⇒ (3) + 9 - 1 - 2 = 9

GM Rolls:
Slam x3: 3d20 + 9 + 9 + 9 ⇒ (1, 9, 1) + 9 + 9 + 9 = 38
Slam x3: 3d20 + 9 + 9 + 9 ⇒ (1, 9, 5) + 9 + 9 + 9 = 42
Slam x2: 2d20 + 9 + 9 ⇒ (10, 18) + 9 + 9 = 46
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Air is surprisingly difficult to damage, as it's rather insubstantial. Still, half of your blows connect with something solid, and one of the elementals dissipates. You do get struck by a hard gust of wind as it passes, but it's not too serious. The three remaining elementals shift formation. While you now have a clear path to the lever (assuming you can overcome the gale-force winds), you'll have to expose yourself to their attacks to reach it.

Don't forget about the STR DC 10 check to move toward the lever. You can reach the lever this turn (with a successful STR check), but you'll take 3 AoOs in the process.

Elemental 1: dead
Skaar: 5pts bludgeoning damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Strength: 1d20 + 7 ⇒ (13) + 7 = 20

Skaar powers towards the lever, heedless of the elementals swarming over him.


GM Rolls:
Slam: 2d20 + 9 + 9 ⇒ (7, 6) + 9 + 9 = 31
Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

You charge toward the lever, avoiding blasts of wind as you go. The final guardian transforms into a miniature tornado and attempts to lift you off the ground in a last, desperate, attack. Your strength reign supreme, though, and with a final lunge, your fingers close around the lever. As the ioun stone turns green, the howling winds subside - only to be replaced with thunderous cheers. Once again, you are victorious.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar answers the cheers with a victory roar and his arms held high. As he does a circuit of the arena his injuries continue to mend.

Kaer Maga takes their production values seriously. =)


This is basically the Olympics of gladiator events. It's a pretty big deal. :-)

Only one fight remains between you and the prize. You hear that your opponent will be an Elven duelist of unparalleled skill. You're favored, though.

Plans for the rest of the day?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Not really. Heading back toward the Wormwood for a celebratory dinner.


As you're making your way back to the Wormwood, you're approached by a slender Elf. Politely, he asks, "Greetings. It seems we are to be competing for the title tomorrow, but that doesn't mean we need to be enemies. Join me for a drink?"

The Elf


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar cocks an eyebrow at the curiously polite elf and then chuckles as he recalls the last time an elf asked to share a drink with him (and the good times that came afterward).

"I don't see why not. The name's Skaar", he offers alongside a meaty handshake. "They told me I was facin' an elf swordsman but I never got the name."

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