GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

Battle Map


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M imp consular Familiar

"She's down boss"

Says the unseen imp.


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

Rosa move out and looks down where the centipedes are.

"back to me, we go hunting another way"

She says, as they brake combat and head to her. Rosa turns and heads back down the passage they came.

She says as she walks away.

"While my pets are here I will use them to scout the other caves. Hector your with me, if any of you others wish to, then follow"

She walks up and past the fallen woman, check the caves are dead ends then heads back to other cave root and then sends her three centipedes off down the other caves.

"Hector follow behind them, report what you see"

She moves in a little then waits for him to come back.


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

I'd use a heal to stabilize or the spell Stabilize. If you heal her past 0 she'll awaken and be hostile again.

Even though he never really showed emotion, Will was starting to feel a little underutilized. Those bombs of Dragash were incapacitating every target so far. That was probably best case really. No way to know if someone like that bat woman was too far gone to be returned to normal or not. "Bind and stabilize only," Will says to Zerisi as he follows after Rosa. No since risking their own lives trying to subdue them all if it was a lost cause. But Dragash gave them an opportunity at least. Now they had to clear the mine.


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

yeah...don't have Heal skill, or Stabilize. I'm sure it'll be fine. She just got absolutely wrecked by one attack; any halfway-intelligent creature would yield, like Leeara did. If not, I just hit her in the head with a card.


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 should have heal, though we should bind her regardless we don't want her flying away or something. We have no idea how feral she is.

Dragash walks over to the bat creature and with a little more time attempts to identify the creature or if it was an Id mutation like Leeara how far gone she is.

kn: 1d20 ⇒ 15 I don't think we said which check I used last time but one of these: +19 for nature/arcana, +18 Dungeon/Religion/Local, +10 for planes. Arcana I'm guessing it was?

"Rosa, Look out for another planet thing would you? I'm wondering if the planet thing this creature was talking about is related to the planet sphere we found with Leeara. I'm beginning to wonder if what we're up against is a cult of worshippers to space instead of something from the meteor, either way, it's not something pleasant."

Dragash pauses as he examines the Bat "We should be cautious we haven't met this starry robed figure yet who has the poison to mutate us."

Targeted Admixture wears off.

Should we be splitting the party? I mean I don't mind but there's likely more in here.


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
Zerisi Ramanada wrote:
"absolutely wrecked"

Rosa has a get out of jail free card and both of us are tough. I think we are good.


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
Will Erland wrote:
Zerisi Ramanada wrote:
"absolutely wrecked"
Rosa has a get out of jail free card and both of us are tough. I think we are good.

Yeah, 'She' was in regard to the enemy. As in, there's not much reason to fear her at this point. Gotta heal her up if we want to talk. Or see if she's capable of talking. Or anything, really.


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

I was talking about splinting the party.


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

Oh, gotcha. thought you were still talking about threat from the bat-lady after Zerisi's healing.


The centipedes advance.

The tunnel widens into a cave with an exit leading out the opposite wall. A five-foot-wide pit fills the eastern side of the cave, and just beyond the pit, a three-foot-tall wall of jagged stones has been erected to form a low barricade.

Dragash identifies an id mutation; a permanent one, by this stage. Only Wish or death will save her.

If restored to consciousness, she snarls and starts uncontrollably biting and scratching; heavy mundane or magical restraints are required.


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

Rosa nods as Dragash asks her to keep an eye out for more planet Orbs.

"That I will do Dragash"

She then heads odd behind her pets and Hector.
As Will comes up to join her she smiles at him.

"Glad to see your coming Will, Would you mind taking point behind my pets, I have to keep an eye on them, they need some controlling. Call out the root and I will send them."

When they get to the.

C4 The tunnel widens into a cave with an exit leading out the opposite wall. A five-foot-wide pit fills the eastern side of the cave, and just beyond the pit, a three-foot-tall wall of jagged stones has been erected to form a low barricade.

Rosa looks at it.

whisper "Hector have a look past it"

To the Centipedes,

"Up and over"

They go up the cave walls looking for a way past the three-foot-tall wall of jagged stones.

Clime Take 10 each for 20 each

Centipede time remaining say 75/90mins


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

Lots of restraining rope it is then.

Dragash shakes his head. "We are not going to get much out of her, she is beyond our help." He looks solemnly at her. "We could either keep her alive and try to find a solution to her predicament as there might be some way to reverse this mutation that is with the starry robed figure or at the crash site. Though we would need to cage her somehow which will be difficult. The only other way I see is..." He pauses as he gets up. "..killing her." Dragash sighs "It would be a small comfort her mind released from this."

Dragash looks to Zerisi "I saw you cast some magic before, would you have anything to calm her down? We know she is capable of speech as she was talking in Aklo. Perhaps you had a spell that could get her to talk at that level once more? I can talk Aklo if you can't.. are willing to give that a go if you have something?" Dragash asks Zerisi.


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

Stand behind some mildly disobedient, enormous, venomous, bugs? Sure why not. Will rolls his eyes at the request but complies anyway. Truth be told, he was getting bored. He realized the importance of properly scouting your foe but this was not war. This was supposed to be an adventure. Something he hadn't done in a while. I would be nice to square off against the unknown for once.


As the worms climb their way across the walls, a figure in black star-struck robes stands from his crouched position hiding behind the barricade, and flees. "Intruders! INTRUDERS!"

Init
Will 1d20 + 5 ⇒ (6) + 5 = 11
Dragash 1d20 + 15 ⇒ (12) + 15 = 27
Rosa 1d20 + 3 ⇒ (18) + 3 = 21
Zerisi 1d20 + 2 ⇒ (4) + 2 = 6
Enemies 1d20 + 6 ⇒ (16) + 6 = 22

Order
Dragash
Enemies
Rosa, Zerisi, Will

Need to Squeeze to get through the passage to C6; can't see enemies in there yet.


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

Rosa In C4 as it kicks off looks round as all Hell brakes lose, she slaps Will once on the back,

"Your go"

She says with a smile and gets ready for combat.

Will do her action after bad guys

"Hector go get the others!"


M imp consular Familiar

Dos not say anything but shots off to get the others.

when he gets to them,

"We found trouble Boss says come"


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

Couple things. That pit looks like it takes up two squares so it should be 10ft wide. If that is the case, what is the DC for a 10' long jump and a 3' high jump? I shouldn't have any problem with Leaping Dragon maneuver but I wanted to know your ruling.


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

I'm going to assume that Zerisi and I don't hear any of this since it's something like 150ft+ away, the guy yelling is 200ft+ away so I'm going to be taking actions based on that. The imp at full pelt will take 2 rounds to get to us.

"So Zerisi, do you have anything to help with this? A spell to calm emotions? Maybe subtle mind-affecting spell to ease her into her speech like she was doing before?" Dragash asks once more.

I don't think there's anything worth the other actions while doing this social interaction so, skip my go? I'm just hoping Zerisi has a spell or we might just have to kill her.


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

Works for me

"Hmmm..." Zerisi says, trailing off into thought.
I suppose I could try and charm her, like with Leeara. Though she's a bit more far gone. Perhaps it's worth a shot though"

"And if that doesn't work, I can always paralyze her body and we can bring her back to town!" he says with an over-eager grin.

"And never fear, she'll still be able to talk with you. I can even give her access to our language, if you like."

Charm Person DC is DC 14. Willing to try a spells few as needed until she fails.


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

The Centipedes have made it past the wall, as that is what made wee man run off.

Rosa says "Hold and defend"

To the Centipedes just the other side of the wall.

"Sword, shield"

Her force shield comes up again.


Will; probably negligible, let me see. Yep, DC 10 Acrobatics for a 10ft leap, DC 15 for a 3ft leap up

Bound, Zerisi's charm proves unable to moderate her struggles.


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

Thought so.

For a brief moment it seems Rosa's slap on the back might have been too much as Will leans dangerously far over the pit. But with seemingly little effort, he explodes off the edge and sails high over the pit and the 3ft wall on the other side. At the fork, he peers down the narrow tunnel. It would be a tight fit and the man appeared to be blocking the exit. Will looks back at the centipede's and then the narrow corridor. "Rosa, send them right," he says across the pit.

Double move to where I am on the map. Asking Rosa to send the centipedes after him. Will will follow. Hopefully they can get him to back away from the hole.


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

Rosa seeing Will jump, is on moment looking on at him then as he moves she is the other side of the Wall. There is a slight smell of brimstone as this happens. She Drops 5' and lands as he arrives.

Move action Dimensional Hop, 20' [70/90] left. She has line of sight as there is space above the wall.

Landing she Nods at asks her to send them right.

"head right my pets and hunt"

The centipedes move off right.


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

Are the enemies going to do anything? Just waiting on that before I post next round.


A flurry of casting can be heard from within the cave.

Rosa blinks herself forward safely; Will faces a different danger. As he approaches the edge of the pit to leap across, he finds the floor beneath him suddenly slipping away as a concealed floor flips, seeking to dump him down into a pit. At the last moment, he manages to leap away.
DC 20 Reflex to avoid 3d6 ⇒ (2, 6, 3) = 11 Will's save 1d20 + 8 ⇒ (14) + 8 = 22

Deep within the pit, a wicked axe trap melts into black ooze, which slowly begins to climb its way up the walls.

Top of the round, go Dragash


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

Round 2

"Hmm. That doesn't seem to be working Zerisi." Dragash says looking down at the struggling bat creature in front of them.

"I can talk Aklo if that could help. Maybe I can try talking to her as you administer another spell?" Dragash asks hesitantly, not entirely sure what would work.

"No harm giving it a go I suppose" He shuffles his feet a bit before trying to talk. This is not the first time he's seen a rabid half human creature. He's had plenty of experience with Werewolves, though those that lose themselves so readily are no use to the pack so are often either exiled or killed.Those are both options he doubts they will be that useful here despite it being common back in the forests of his former home.

In Aklo "Calm down, we heard your singing about the sky above. About the planets. Is one of the planets Abbalon? We found a small one with a friend of yours. Do you have a planet too?" Dragash asks carefully.

diplomacy: 1d20 + 15 ⇒ (5) + 15 = 20

I am now glad I didn't join the ooze pit. Enemies up.


M imp consular Familiar

Round 2

Moves

"The boss wants you now, we got trouble"

Says the imp down the cave, as it zips in.


Speaking Aklo, that bat-woman seems to perk up at Dragash mentioning the planet; he presumably produces it.

She noticeably calms down, and resumes muttering her strange words in Aklo. Her fingers start to move beneath her bonds, indicating she wants to gesture something.

Deep within the cave, chanting emerges. With a gesture, a ball of fire shifts into your midst and explodes.
DC 17 Reflex to halve 9d6 ⇒ (6, 3, 6, 3, 5, 2, 5, 3, 2) = 35 fire damage, affecting Will, Rosa and the three centipedes

Synchronized gestures follow, along with a further flurry of fireballs.
Five DC 14 Reflex saves to halve 5d6 ⇒ (3, 4, 4, 3, 2) = 16 5d6 ⇒ (4, 6, 1, 3, 2) = 16 5d6 ⇒ (1, 6, 4, 4, 5) = 20 5d6 ⇒ (6, 3, 5, 6, 5) = 25 5d6 ⇒ (3, 3, 6, 5, 5) = 22 respectively

Go rest


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

What the F@*K 0_0!?! Six casters? Good thing I have evasion.

Ref DC 17: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Ref DC 14: 1d20 + 8 ⇒ (4) + 8 = 12 Take 16 fire.
Ref DC 14: 1d20 + 8 ⇒ (15) + 8 = 23
Ref DC 14: 1d20 + 8 ⇒ (11) + 8 = 19
Ref DC 14: 1d20 + 8 ⇒ (9) + 8 = 17
Ref DC 14: 1d20 + 8 ⇒ (11) + 8 = 19

A bead of glowing light was all the warning Will got and all the warning he needed. He pushed his senses to their very limits to both protect and avoid against the oncoming wave of fire. He presses hard against the stone to expose as little flesh as possible to the scorching heat. Most hit and incinerate the centipedes but one manages to impact close to him. The burn is minor compared to the damage that could have happened. He thinks about retreating down corridor but knows that Rosa, if she survives, is now at heavy disadvantage from the ooze and the casters.

Thinking quickly, he decides that removing their obstacle to retreat was the wisest course. He scampers across the opening and squeezes past Rosa over to the hole. As artistic as his attacks usually were, this one was pure violence. He rises his blade high and brings it down. A blade of pure force erupts from the end and slams into the ooze at the bottom of the pit.

Primal Wrath+PA: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25
Damage+PA: 1d10 + 7 + 9 + 6 ⇒ (3) + 7 + 9 + 6 = 25

Immediate Action: Inner sense for _+2 to first ref save. Move: move to edge of hole. Swift: Use Phantom Reach to extend next maneuver's reach to 30ft. Standard: Primal Wrath maneuver. +6 to damage for one standard attack. Adding Power Attack as well.


Will's blade smashes into the ooze, yet barely seems to faze the creature; it would seem it will take many such blows to take it down.


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

Round 1 follow with GM change in wills actions

Seeing Will have a problem then the Ooze Rose sees what kind.
Kn Dungeoneering 1d20 + 7 ⇒ (4) + 7 = 11

She sends her pets past and makes the port across after Will.
On Will sugestion she sends them down to the right.

Round 2

Then hearing the mumbled words of magic casting she trys to work out what.

Kn Dungeoneering 1d20 + 7 ⇒ (7) + 7 = 14

Her eyes go wide

"£&%*£^!!"

Is all she says trying to protect herself, then a storm of magic fire balls hit the space and hell comes after.

Ref Rolls:

R Ref Save DC17 1d20 + 4 ⇒ (15) + 4 = 19 Magic FIRE DMG 35/2-5= 13
C1 Ref Save DC17 1d20 + 4 ⇒ (17) + 4 = 21 Magic FIRE DMG 35/2= 18
C2 Ref Save DC17 1d20 + 4 ⇒ (6) + 4 = 10 Magic FIRE DMG 35
C3 Ref Save DC17 1d20 + 4 ⇒ (3) + 4 = 7 Magic FIRE DMG 35

R Ref Save DC14 1d20 + 4 ⇒ (9) + 4 = 13 Magic FIRE DMG 16-5 =11
C1 Ref Save DC14 1d20 + 4 ⇒ (13) + 4 = 17 Magic FIRE DMG 16/2 =8
C2 Ref Save DC14 1d20 + 4 ⇒ (3) + 4 = 7 Magic FIRE DMG 16
C3 Ref Save DC14 1d20 + 4 ⇒ (9) + 4 = 13 Magic FIRE DMG 16

R Ref Save DC14 1d20 + 4 ⇒ (12) + 4 = 16 Magic FIRE DMG 16/2-5 =3
C1 Ref Save DC14 1d20 + 4 ⇒ (2) + 4 = 6 Magic FIRE DMG 16
C2 Ref Save DC14 1d20 + 4 ⇒ (16) + 4 = 20 Magic FIRE DMG 16/2 =8
C3 Ref Save DC14 1d20 + 4 ⇒ (8) + 4 = 12 Magic FIRE DMG 16

R Ref Save DC14 1d20 + 4 ⇒ (9) + 4 = 13 Magic FIRE DMG 20-5 =15
C1 Ref Save DC14 1d20 + 4 ⇒ (5) + 4 = 9 Magic FIRE DMG 20
C2 Ref Save DC14 1d20 + 4 ⇒ (18) + 4 = 22 Magic FIRE DMG 20/2 =10
C3 Ref Save DC14 1d20 + 4 ⇒ (11) + 4 = 15 Magic FIRE DMG 20

R Ref Save DC14 1d20 + 4 ⇒ (6) + 4 = 10 Magic FIRE DMG 22-5 =18
C1 Ref Save DC14 1d20 + 4 ⇒ (8) + 4 = 12 Magic FIRE DMG 22
C2 Ref Save DC14 1d20 + 4 ⇒ (2) + 4 = 6 Magic FIRE DMG 22
C3 Ref Save DC14 1d20 + 4 ⇒ (3) + 4 = 7 Magic FIRE DMG 22

R Ref Save DC14 1d20 + 4 ⇒ (20) + 4 = 24 Magic FIRE DMG 25/2-5 =8
C1 Ref Save DC14 1d20 + 4 ⇒ (1) + 4 = 5 Magic FIRE DMG 25
C2 Ref Save DC14 1d20 + 4 ⇒ (3) + 4 = 7 Magic FIRE DMG 25
C3 Ref Save DC14 1d20 + 4 ⇒ (9) + 4 = 13 Magic FIRE DMG 25

R = Rose = 68/75 Fire DMG [Alive]
C1 = Centipede 1: 107 Fire DMG [Dead]
C2 = Centipede 2: 116 Fire DMG [Dead]
C3 = Centipede 3: 134 Fire DMG [Dead]

A wall of flame comes Rosa's way she dos her best to cover herself with her force shield and move under the blasts but a few got past and the heat is there no mater what. Her flash could take some, but all those fire balls all at once. The three Centipedes and the Rosa got engulfed in magic flame. Their Scrams fill the are as they burn and die. Just as fast as they came the magic Flames dissipate. Few things could have survived that, yet from the Flame Rosa is reviled, still Standing, still alive. Her flesh is a horror to be seen, Her Skin blacked, her clothing smoldering, her Silver eyes glowing with red with heat, from blacken and broken lips she says.

"You ^F%£^£ers are going to pay for that."

And then she moves up past will says a few words low and into the Cave wall just behind him to become unseen. Out of site of the mages who fire bombed her.

Stand Action one move action meld-into-stone 90min


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

GM I looked at the map for Will and did not work out his post, v map location, now I have read it fully I get where he us. I will change that last action to a move, this time with Will. As Will is now between her and the ozee she will 5' step and if she can touching Will and take him with her as she ports past it. 35', with Will [Willing] 60' off her day use 5'/90' left.

Rosa says they will pay then Steps behind Will.

"Hold on Will I am getting is past this black blob"

Then she reaches out touching him they vanish,

Will:

The is a moments image of the Hells the smell of brimstone and fire.

They they come into being down the cave.


If you like

Waiting on Zerisi


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 looks on as Dragash interrogates the bound woman, his attention waning as he doesn't understand the words they speak.

When Hector comes and delivers his message, he immediately makes for the other end of the cave, trying to join the others as soon as he can.


Top of the round, go Dragash


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

Round 3

Dragash is about to help the bat creature with what she's pointing at, then the imp flies in warning that the others are in trouble. He says to the creature in Aklo hastily. "My friends are in danger, stay right here I will be back. I won't be long."

diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23

Dragash then downs a potion of Expeditious Retreat and chases after Zerisi at speed.


In front of Rosa and Will, the air flickers then expands into a star-studded hole; a woman with long white hair and black-studded robes steps out, pulling with her three lesser cultists.

Two aim rays of fire at Rosa.

Concentration check for one of them- 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13 fail, spell fizzles.
Ranged touch 1d20 + 4 ⇒ (11) + 4 = 15 4d6 ⇒ (2, 2, 1, 5) = 10 fire damage

The third begins chanting a spell.

Go rest


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

Round 3

The ray of fire deflects past Rosa missing her.
RTA AC at this moment is 19 force Shield from Sword. 9mins

She smirks at the gang of cultists.

"Nice try ^££&* wits, now lets see you do that again"

Rosa takes a 5' step back to Will and says

"Hold on Will..."

Then Rosa places her hand on him and says a word, then they are in another place, a place of fire and pain, a place where the sun never shines, they move through a landscape if doom, around them are the Hells.

They pop back into being at the entrance to the mine, close to Will Mount.

"...^££&* I miss home"

Rosa says leaning back on the wall close to will mount, she smiles at him.

Will Rosa is moving you and her, you can stay if you wish, if you go with here your still free to act this round, round 3, only Rosa is fazed by the D-Door, just as the start lady is.


M imp consular Familiar

Hector follows the others to the fight.


Devil CR18

Rosa Sword is pointing out form her as she leans on the wall. It starts to glow with Electricity.

Delayed action, Jolt

Infernal:

"We going to start killing soon?"


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 3

Will's reaction to the first jump is the same as it was the second. He stood there a moment, eyes slightly wide and pulse quickened. "It's...nice," he says in an attempt to be polite despite having seen something horrifying. He had little experience with the planes and did not recognize the Nine Hells. The experience is quickly ignored in favor of the battle at hand. He dashes forward and and down the tunnel, realigning his Ki after the disruptive journey.

Regain maneuvers as full round action. Can move base speed and +4 insight to AC. AC 31. Touch 19. Next attack gets Deadly Strikes.


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 3

Zerisi continues his movement towards the action, stopping just before the cave narrows to cast a spell.

Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5

As the echos of his chant quickly fade off into the cave, 5 copies of Zerisi explode out of nowhere, each mimicking his fluid motions as he fingers a card from his deck and looks down the passage in front of him.


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 speeds into view of the cultists. Hah the starry robed figure, let's give her what for.

Dragash bottles a blinding bomb and lets it fly at the starry robed figure.

touch attack: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 5d6 + 8 ⇒ (2, 5, 6, 2, 4) + 8 = 27 Fire damage

DC 21 fort check or be blind for 1 min, all adjacent to her make a reflex save vs DC 21 or take 13 fire damage and are dazzled for 1 min. If the ones adjacent save they only take 6 fire damage.

Let's hope this gives me just enough time to get some more ready. He thinks as he is getting prepared to throw another allotment.


Fort 1d20 + 7 ⇒ (1) + 7 = 8
Ref 1d20 + 3 ⇒ (7) + 3 = 10
Ref 1d20 + 3 ⇒ (5) + 3 = 8
Ref 1d20 + 3 ⇒ (16) + 3 = 19

Dragash's bombs create chaos among the amassed cultists.

The one casting however maintains her spell.
Concentration 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25

With no foes plaguing it, the ooze sinks down to the bottom of the pit.

The two cultists at the rear advance.

The three cultists summon magics. "FOR THE NIGHT! THE ENDLESS NIGHT!"

Three greases, reflex DC 13, targeting Dragash

A small man of earth and stone appears, and punches Dragash in the chest.
1d20 + 6 ⇒ (6) + 6 = 12 1d6 + 8 ⇒ (1) + 8 = 9

The white- haired woman clutches at her eyes, then mutters to prepare a spell.

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

I'm rather busy today so I'll do my turn for the start of round 5 now, this takes place after everyone else.

Round 5

Three spells of grease head towards the floor near Dragash.

reflex: 1d20 + 16 ⇒ (12) + 16 = 28
reflex: 1d20 + 16 ⇒ (2) + 16 = 18
reflex: 1d20 + 16 ⇒ (4) + 16 = 20

He flips up on the wall as all three miss him, he lands back on the ground only to have an Earth creature appear next to him which aims for his chest. Dragash deftly dodges the punch then sees the enemy group is still in a tight cluster.

Sorry stony fella, these bombs are going towards your masters today!

All against the leader, who is flat-footed and has -2 AC

touch attack: 1d20 + 13 ⇒ (17) + 13 = 30
touch attack: 1d20 + 13 ⇒ (18) + 13 = 31
touch attack: 1d20 + 13 ⇒ (14) + 13 = 27
touch attack: 1d20 + 7 ⇒ (20) + 7 = 27
confirm touch: 1d20 + 7 ⇒ (5) + 7 = 12

damage: 20d6 + 32 ⇒ (4, 5, 6, 5, 3, 6, 6, 1, 4, 5, 5, 5, 2, 2, 4, 4, 6, 4, 6, 6) + 32 = 121 Fire damage
(If crit confirm a further): 1d6 + 8 ⇒ (6) + 8 = 14

If the leader is still alive, 4 reflex saves DC 21 or be glued to the floor as per tanglefoot bag (2d4 rounds).

All the cultists adjacent make 4 reflex saves, for each failed they take 13 damage. If the last bomb is a confirmed critical then the damage for a failed save is 21. If they pass a save they take half damage for that bomb. If they fail any save they are entangled (2d4 rounds).

Dragash throws caution to the wind, he stands on the grease patch then throws a barrage of bombs at the weakened cultist leader. Getting all of the cultists he can see in the blast. The tunnel is engulfed in both fire and webbing, sealing the cultists into a web left behind by the tanglefoot bomb.

Dragash provokes from the stone thing if it is still alive by his turn, up to 4 times if it has combat reflexes. Though hopefully it doesn't hit, what with needing a 20!


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

round 4
Rosa stays put and starts to mutter getting a spell ready.

spell will go off after cultists round 5


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
GM Arkwright wrote:
The one casting however maintains her spell.

That's an impossible concentration check. 10+damage dealt+spell level. That's a 37+spell level. And what do you mean "Three greases, reflex DC 13, targeting Dragash"? Grease can't target a person, only an area or object. I kind of need to know the area grease effects since it impedes movement. I am assuming

Leaping Dragon: 1d20 + 12 + 10 ⇒ (7) + 12 + 10 = 29 Cover 25ft as a swift action.

As Will comes down the tunnel the Dragash is blocking, he notices the alchemist standing firmly as if trying to avoid slipping on ice. A slight glisten on the floor alerts him to the cause. With little seeming effort, Will floats over and past the goo to land within striking range of one of the cultists. But he ignores the man in favor of the robed figure in the back who seemed to be the leader. He thrusts his fauchard dangerously close to the nearby cultist and at the face of the woman behind him.

Angering Smash+PA: 1d20 + 15 - 3 ⇒ (18) + 15 - 3 = 30
Damage+PA+Deadly Strike: 1d10 + 7 + 9 + 1d6 ⇒ (1) + 7 + 9 + (1) = 18

Crit Confirm: 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 14
Extra Damage: 1d10 + 7 + 9 ⇒ (9) + 7 + 9 = 25

Swift action for leaping dragon to move 25ft and 5' step after to spot on map. Standard for Angering Smash and adding Armiger's mark on a hit. If the blow lands, angering smash adds a -4 to attack rolls for a round and Armiger's Mmark adds another -4 plus 12% spell failure.

Betting the cultist adjacent to me doesn't have a weapon but he gets an AoO for Will reaching past him for the leader.


It was an adjacent cultist who was casting; they only took 13 damage.

Three greases targeting the 10ft square Dragash is in. Will affect your movement.

Post in a bit; none have drawn weapons


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

Is it just me to finish Rd 4? Also, i don't think you can take a 5' step and use your leap.

Spell Fail Chance, <16 fails: 1d100 ⇒ 70


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

And half my post got eaten :/

In a burst of feathers, Zerisi disappears, leaving only a tiny Raven in his place. His duplicates follow suit, and the flock advances forward, and up, into the cave, settling into the dead end past the robed-woman.

Casting Raven's Flight (Witch Spell, hence the ASF %) and moving up if the cave height allows it, and into the cave, hoping to avoid any AoOs by sticking to the ceiling. I'm a Raven until the start of my next turn. Only meaningful Stat change is +2 Size bonus to AC.

Mirror Images Remaining: 5 images -- 49 rds

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