GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

Battle Map


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Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Yes SIR, General! Zerisi replies, saluting.

Eyes twinkling, he makes his was carefully towards the elevator and steps lightly as he gets close. Careful to not trigger the trap, he begins to work on making the elevator safe, or at least, non-functional and non-lethal.

Take 20, Disable Device, results in a 30.


Zerisi is cheerily able to reinforce a sabotaged stretch of rope, fixing the trapped elevator. With gears oiled, the group descends into the mine, and heads through the tunnel.

Stealth checks? East or west?


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash watches their backs while the trap is disabled then begins heading through the tunnel when that is done, keeping an eye out for what is ahead while sticking to the shadows. Not needing a torch coming in very handy.

stealth: 1d20 + 19 ⇒ (13) + 19 = 32
perception: 1d20 + 14 ⇒ (5) + 14 = 19
aid per(venjor): 1d20 + 8 ⇒ (12) + 8 = 20

32 stealth, 21 perception. Familiar you are putting me to shame!

I'll snoop down the left tunnel first.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi stays to the back, where he can see best.

"I haven't seen an elf with eyes that good in a while. Some drow blood maybe? I'll have to ask," Zerisi thinks, staying uncharacteristically quiet as the sneak deeper into the cave.

stealth: 1d20 + 14 ⇒ (3) + 14 = 17
perception: 1d20 + 12 ⇒ (9) + 12 = 21


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

As he descends Will sets his stone of light up to orbit his head. If something awaited them as the bottom, they likely heard the elevator coming down anyway. Then, while the bard and alchemist disappear into the darkness ahead, he holds his weapon in a relaxed position as he begins to breath deeply. He begins to circulate his Ki through his body, faster and faster, heightening his senses and reflexes.

Enter Running Hunter's Stance. +10ft movement and scent ability. If something happens, Will wants to get their fast.


M imp consular Familiar

Ok GM says we head into the Mine, that being past the elevator to where the two passage ways split. GM did we need to go down the elevator to get to that level, or are we still at the level with the elevator at the top. So that there is another level below we have yet to go down to? Just checking. Will says we went down, but the way you have writ it we have gone past and along.

Hector Moves ahead of the group.

Stealth 1d20 + 20 + 7 ⇒ (10) + 20 + 7 = 37


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Moves ahead slowly just in front of the two undark seeing humans.

Stealth take 10 = 13


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa points left, so that Hector knows which way to scout.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

As far as I understand, we went down, found a mechanism that will break the elevator if used. Zerisi disarmed the device so it can't be used then we went down the corridors. Hector and Myself have gone down the left tunnel while others have hung back preparing various things to strike if a fight breaks out.

I think that's about it?


My understanding is that you found an elevator which leads down into the mines; you fixed the elevator, leading you down into the corridors. And, as said, some people have gone ahead. Next post incoming.


Dragash takes a left turn and advances.

The passageway widens into a larger cavern. Remnants of a mine cart track lean against the wall to the north, while a tunnel slopes down deeper into the ground at the west side of the room. The cave floor is cleared of debris, save for a few drifts of dust and dirt, while the ceiling above is obscured by a thick tangle of cobwebs.

Dragash spots no hazards in C2. Advance?

Seems Hector is also scouting. Perception check please?


M imp consular Familiar

Perception 1d20 + 7 ⇒ (5) + 7 = 12


Hector similarly spots no hazards.

Advance?


M imp consular Familiar

Hector will yes, invisible flying slow, touching nothing as ordered


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Hmm, nothing here, no lights even. I hope our foes can't see in the dark or this might pose a bit of a problem for some of us.

Dragash continues forward slowly, even though he hasn't spotted anything he moves cautiously. Listening for the sound of a click or similar mechanical sound in case he triggers something and needs to duck out the way. Moving further west

stealth: 1d20 + 19 ⇒ (4) + 19 = 23
perception: 1d20 + 14 ⇒ (13) + 14 = 27
aid perception: 1d20 + 8 ⇒ (20) + 8 = 28

Dice, what kind of joke is this! Keep rolling better in the aid checks. Stealth 23, perception 29 for the next room when I get there... if I get there


Dragash's keen eyes spot two more traps; a mighty bladed pendulum rigged to swing across the mine, and an array of barbed spikes ready to stick up out of the floor.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa has not smoked or drunk anything at all the whole trip, today she seems more focused, more intent. She moves and waist while hector and
Dragash


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Will hangs back until he is needed.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi follows closely behind Will, where he can see.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash signals Rosa who can see him that they may approach but not further than where he is. He waves her over and points to the ground. He then goes about disarming the traps, hoping that he doesn't get caught in one.

The sound like they are both non-magical so I can attempt them? Correct me if I'm wrong.

first trap: 1d20 + 13 + 2 + 2 + 2 ⇒ (20) + 13 + 2 + 2 + 2 = 39
second trap: 1d20 + 13 + 2 + 2 + 2 ⇒ (14) + 13 + 2 + 2 + 2 = 33


Dragash's precise fingers disarm each of the traps in turn, removing the danger.

Hector advances. Quietly whispering through the tunnels, he hears a sing-song feminine vocie repeating strange phrases in a foreign language.


M imp consular Familiar

hector stops and heads back to Rosa.

"Boss I can hear a woman up ahead she is casting da magic by the sounds of it"

He says, Ill lead ya there.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa nods "Go tell each of the others what you just told me, tell them to get ready we are moving up."

Where on the map GM did he hear the voice


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Once Hector comes and tells Dragash that there is someone casting spells. Dragash moves forward to where hector points out until he can hear the voices. Dragash then tries to determine what they are saying.

Dragash can speak and understand the following languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Taldane. (Shoanti and Varisian as well but I wasn't sure if we were including inner sea dialects.)

Is the spoken words any of those?


Rosa, within the circle

Aklo

"The Eye watches . Above and behind the sky. It sees our dreams. It wants the planets back. It can see us now. It will be with us soon. The Eye watches."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa nods as her imp whispers to her whats being said.

"Get yourselves ready, its sounds very much like a cult chant to me, time to kill"

She then seems to activate a few dark blessings.

divine-favor, + Bulls Str 1d4 ⇒ 3


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

"We doing this then?" Dragash whispers as he gets his bombs out, with a bottle of targeted admixture. He pauses looking at the others. Dragash will drink the extract if they are about to move forward.

"I wonder what that means, though. Is the eye the meteor that was above and behind the sky? Can it see the dreams of those going feral? That's the second time planets has come up. Since Leeara picked up that planet sphere. It had to come from somewhere, could be from here if this is anything to do with this cult here." Dragash muses, though he has no objections to stop whatever cultist sermon is going on.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"From the sound of it, IT or they are worshiping something from beyond, this eye thing. Madness, thing from the great void, always mad, bad and dangerous to know. Best thing to do, put em down with extreme prejudice."

She whispers to Dragash, hefting her sword.

"Starting with a little distraction."

Rosa casts Gaint Vermin Giant Centipedes x3 9min [/url]

She orders them,

"Go find the chanting voice ahead and attack its owner"

Then to Hector,

"Follow unseen, report what happens"

She looks at the others as the Centipedes scuttle off.

"Well gents, this is what I get paid to do, you coming?"

Then she moves off to follow her Giant Centipedes.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash nods and takes his drink then moves into the room after Rosa, bombs drawn.


Alright.

The sound of Rosa's summoning ripples through the cave.

Init
Dragash 1d20 + 15 ⇒ (16) + 15 = 31
Rosa 1d20 + 3 ⇒ (2) + 3 = 5
Zerisi 1d20 + 2 ⇒ (12) + 2 = 14
Will 1d20 + 5 ⇒ (5) + 5 = 10
Enemy 1d20 + 2 ⇒ (3) + 2 = 5

Surprise round, go everyone; standard action each


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Surprise round Initi 5

Giant Centipedes: [x3] move to attack lcoations,

Rosa: Moves to location shown on map and gains 100% cover.

Hector Follows Giant Centipedes, unseen and sees what happens.

There should be space for others to move up, if they have the speed. If they wish to go in the place of the Centipede initi 5 just move them back and place yourself there.

"Sword Shield, Hector, tell me whats happening"

Rosa says using him as her eyes, and her sword bring up a force shield.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Can they I thought we only had one action each, so just a move?

Dragash moves up closer, ready to barrage shortly after.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Round 1 Surprise

Active Effects: Running Hunter's Stance

Will takes off from beside Zerisi like a hunting cat. His orbiting light actually begins to fall behind as swiftly approaches Dragash. Stealth appeared to be over. Now was the time for action and he did best at the front.

Move 40 to position on map.


Yeah no attack, maybe if there was a straight line and you could standard-action charge, but otherwise, no.

Hector spots a curious sight dangling from the ceiling; pale peach bat-wings the size of sheets, a wooden bow both crude and carefully chiselled to a terrifying efficiency. The wings spread, revealing a woman with long brown-red hair, eyes of pure black, and the wings and nose of a bat. She screams a cry that trails off into registers inaudible to most ears.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

So know we go into init which puts all of us before her right?


Waiting for Zerisi.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa Smiles as the other come up into combat. Her back to the wall, she court quick look at the thing with bat wings.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Excited for what's coming, Zerisi starts singing a song of his own, inspiring his allies.

Inspire Courage, +2
Sorry for the delay, big holiday weekend here. Did QUITE a bit of celebrating


Botting Zerisi.

Zerisi takes a breath, then thinks better of it and starts dancing, his merry jig bolstering your strength and prowess.

Start Inspire Courage, everyone gets +2 to attack and damage rolls

Round 1 start, go everyone.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Dragash takes a step forward so that their quarry is in view then lets fly some concentrated attacks. He thought there might be a host of men here listening to a sermon but it looks just to be a singular bat creature.

touch attack (blind): 1d20 + 10 + 1 + 2 + 2 + 2 - 4 ⇒ (11) + 10 + 1 + 2 + 2 + 2 - 4 = 24
touch attack (entangle): 1d20 + 10 + 1 + 2 + 2 + 2 - 4 ⇒ (17) + 10 + 1 + 2 + 2 + 2 - 4 = 30
touch attack (frost): 1d20 + 5 + 1 + 2 + 2 + 2 - 4 ⇒ (17) + 5 + 1 + 2 + 2 + 2 - 4 = 25

Edit: Looking at it, the target likely has cover. So, I've reduced my rolls by 4 to compensate. (Same net effect as the +4 AC)

damage: 5d6 + 14 + 1 + 2 ⇒ (6, 2, 5, 3, 6) + 14 + 1 + 2 = 39
damage: 5d6 + 14 + 1 + 2 ⇒ (5, 6, 4, 3, 6) + 14 + 1 + 2 = 41
damage: 5d6 + 14 + 1 + 2 ⇒ (2, 5, 2, 6, 3) + 14 + 1 + 2 = 35

2 saves, fort and ref DC 21 for blind and entangled respectively.

80 fire and 35 cold damage total, no splash
Targeted admixture 2/9 rounds

A flurry of bombs soars through the cave going straight for the bat creature. The intention as always is trying to stop it from moving with the concoctions which have been focused this time through Dragash's extract. One of the bombs was frost for good measure, he didn't know if it had some special abilities against fire.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa hears the booms from down the passage way.

Unholy C&8P somethings getting hammered.

is that an area affect?

She grins at Dragash

"You love your bangs"


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Round 1

Active Effects: Stance of the Defending Shell, Total Defense.

Will rounds the corner and continues on in the direction Dragash is tossing bombs, ducking under them. Unfortunately, he can go no further as there several disgustingly large centipedes blocking his way. He can barely see the enemy beyond which only adds to the confusion. It appeared to be a bat woman. Much like Leeara. Dragash had mentioned Id Mutation but he wondered if that was some kind of lycanthrope.

Move up and switch stance as swift to Stance of the Defending Shell. Standard for total defense. AC 31


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Centipede x3 5' step move x1 last one 10' x2 AoO on 2

bite 1d20 + 2 ⇒ (19) + 2 = 21 DMG 1d6 ⇒ 3-1=2 + plus poison
bite 1d20 + 2 ⇒ (1) + 2 = 3 DMG 1d6 ⇒ 2-1=2 + plus poison
bite 1d20 + 2 ⇒ (6) + 2 = 8 DMG 1d6 ⇒ 1-1=2 + plus poison

"Whats going on Hector?"


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Round 1

Zerisi slides forwards through the passage, drawing a card as he rounds the corner, singing all the while. Peering down the narrow cave, he glimplses the thing and hurls a card toward her. As it leaves his hand, it weaves its way through the pile of centipedes, and swerves around Will as it finds its mark. Even as the card disappears, a subtle glow surrounds the creature.

Attack+Inspire-Cover: 1d20 + 13 + 2 - 4 ⇒ (20) + 13 + 2 - 4 = 31
Natural 20, roll to Confirm: 1d20 + 13 + 2 - 4 ⇒ (14) + 13 + 2 - 4 = 25

damage+inspire+arcane strike: 1d4 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17
roll damage again if needed + inspire + arcane strike: 1d4 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16


Inspire Rounds Used: 2
Lesser Designating on the Target for one round, so another +2 attack / +2 damage for next round.


M imp consular Familiar

"Centies Biting, bombs hitting, general standing."


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

@Rosa: No, they are currently just ranged attacks to a single square thanks to targeted bomb admixture. Usually, however, I can ignore 7 squares of the blast so unless there are 8 of us around a single monster I won't hit allies. I'm nice like that :D

"I did say these weapons are my speciality" Dragash winks at Rosa. "It's oddly liberating to throw something like that!"


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

rosa will hold her own action until initi 1


Dragash's first two bombs prove enough to render the creature unconscious; it falls to the ground a bloodied mass of limbs.

Combat Over
Enemy is unconscious and bleeding out, but you've got the resources to easily avert that if you wish.

Equipment-
+1 Seeking Composite Longbow, leather armor


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi moves forward to the unconscious 'woman'.
"And I'll help out our new friend!"

He casts a Cure Light Wounds on the woman, eager to ask her how she's come to be exactly whatever it is that she is.
1d8 + 5 ⇒ (7) + 5 = 12

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