| GM Auke |
Next hour
Survival
Ebon: 1d20 + 6 ⇒ (20) + 6 = 26
Survival assists
Muluk: 1d20 + 4 ⇒ (4) + 4 = 8
Targost: 1d20 + 2 ⇒ (1) + 2 = 3
Talwin: 1d20 + 5 ⇒ (15) + 5 = 20
Failures=2
Successes=2
Neither=4
The tunnel makes four hard lefts before coming to an intersection. The remains of a bronze mechanism, recently destroyed, lies on the floor.
| GM Auke |
And the next
Survival
Ebon: 1d20 + 6 ⇒ (3) + 6 = 9
Survival assists
Muluk: 1d20 + 4 ⇒ (7) + 4 = 11
Targost: 1d20 + 2 ⇒ (3) + 2 = 5
Talwin: 1d20 + 5 ⇒ (10) + 5 = 15
Failures=3
Successes=2
Neither=4
Maze Hazard: 1d20 ⇒ 10
Although you've been making progress the previous 2 hours this our the only thing you find is another trap!
A arc of lightning zaps through the party!
electricity damage: 4d6 ⇒ (5, 4, 2, 1) = 12, DC 20 Reflex save for half damage
Muluk: 1d20 + 6 ⇒ (12) + 6 = 18
Targost: 1d20 + 2 ⇒ (10) + 2 = 12
Ebon: 1d20 + 2 ⇒ (1) + 2 = 3
Talwin: 1d20 + 4 ⇒ (7) + 4 = 11
Everyone's save fails!
| GM Auke |
Heal up again and continue...
Survival
Ebon: 1d20 + 6 ⇒ (19) + 6 = 25
Survival assists
Muluk: 1d20 + 4 ⇒ (9) + 4 = 13
Targost: 1d20 + 2 ⇒ (20) + 2 = 22
Talwin: 1d20 + 5 ⇒ (9) + 5 = 14
Succes!
Failures=3
Successes=3
Neither=4
The walls angle inward more at this crossroads, but the ceiling soars to impossible heights above. A spatter of fresh blood marks the left wall.
| GM Auke |
After a total of 11 hours in the maze...
Survival
Ebon: 1d20 + 6 ⇒ (19) + 6 = 25
Survival assists
Muluk: 1d20 + 4 ⇒ (19) + 4 = 23
Targost: 1d20 + 2 ⇒ (16) + 2 = 18
Talwin: 1d20 + 5 ⇒ (6) + 5 = 11
Succes!
Failures=3
Successes=4
Neither=4
The constant, curving sides of this passage close in with every step. What was once a concealed door is broken and left ajar with a tuft of white hair caught in the latch.
| GM Auke |
12 hours
Survival
Ebon: 1d20 + 6 ⇒ (17) + 6 = 23
Survival assists
Muluk: 1d20 + 4 ⇒ (10) + 4 = 14
Targost: 1d20 + 2 ⇒ (9) + 2 = 11
Talwin: 1d20 + 5 ⇒ (5) + 5 = 10
Succes!
Failures=3
Successes=5
Neither=4
Six passageways flow together like a river in this chamber and seem to sublty shift and move. A large, bloody handprint is the only landmark that remains constant.
| GM Auke |
13 hours
Survival
Ebon: 1d20 + 6 ⇒ (5) + 6 = 11
Survival assists
Muluk: 1d20 + 4 ⇒ (5) + 4 = 9
Targost: 1d20 + 2 ⇒ (17) + 2 = 19
Talwin: 1d20 + 5 ⇒ (3) + 5 = 8
Failure!
maze hazard: 1d20 ⇒ 3
Failures=4
Successes=5
Neither=4
Another pit trap! DC 20 Reflex avoids.
Muluk: 1d20 + 6 ⇒ (4) + 6 = 10
Targost: 1d20 + 2 ⇒ (1) + 2 = 3
Ebon: 1d20 + 2 ⇒ (9) + 2 = 11
Talwin: 1d20 + 4 ⇒ (12) + 4 = 16
falling damage: 3d6 ⇒ (2, 3, 4) = 9
| GM Auke |
Ghosting Ebon
"Let's stop and rest for now. 14 hours on the run and it might even take more than that to find the minotaur. After a bit of sleep I might ask Gorum if he can grant me some of Deadeye's Lore"
Muluk al-Zadari
|
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
| GM Auke |
Fast Forward
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (19) + 4 = 23
Targost: 1d20 + 2 ⇒ (11) + 2 = 13
Talwin: 1d20 + 5 ⇒ (4) + 5 = 9
Succes: The passage abruptly ends at a smooth, white wall.
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (16) + 4 = 20
Targost: 1d20 + 2 ⇒ (2) + 2 = 4
Talwin: 1d20 + 5 ⇒ (3) + 5 = 8
Neither
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (11) + 4 = 15
Targost: 1d20 + 2 ⇒ (6) + 2 = 8
Talwin: 1d20 + 5 ⇒ (20) + 5 = 25
Succes: A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it: “Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (19) + 4 = 23
Targost: 1d20 + 2 ⇒ (11) + 2 = 13
Talwin: 1d20 + 5 ⇒ (8) + 5 = 13
Succes: A low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration.
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (5) + 4 = 9
Targost: 1d20 + 2 ⇒ (15) + 2 = 17
Talwin: 1d20 + 5 ⇒ (4) + 5 = 9
Neither
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (9) + 4 = 13
Targost: 1d20 + 2 ⇒ (4) + 2 = 6
Talwin: 1d20 + 5 ⇒ (16) + 5 = 21
Succes: The leftward-curving passage deadends, but turning around to backtrack reveals a brand new passage that slopes gently upward.
Survival
Ebon (Deadeye's lore): 10 + 6 + 4 = 20
Survival assists
Muluk: 1d20 + 4 ⇒ (11) + 4 = 15
Targost: 1d20 + 2 ⇒ (8) + 2 = 10
Talwin: 1d20 + 5 ⇒ (7) + 5 = 12
Succes: The jaw-rattling vibrations cease as a giant, bronze door appears in the passageway ahead.
It's been about 30 hours since you went on your way, but it seems you have reached the centre of the maze!
Talwin Bernhold
|
| 1 person marked this as a favorite. |
Made it though. Congrats in Star #5 Auke!
Talwin carefully inspects the door, looking it over for traps or other hidden dangers, using detect magic for a full 3 rounds as well.
Take 10 on Perception, or take 20 if possible.
-Posted with Wayfinder
| GM Auke |
The comforting embrace of the bronze door ahead slips further away. The world spins as colors and sounds blend together into a sickening maelstrom. The chaos passes just as quickly, but the passage is suddenly gone and instead there is now only a scrap of rock, surrounded by inky blackness dotted with distant points of light. Fractured sounds, like whispered curses, float across the darkness.
Location
Ebon: 1d8 ⇒ 5
Targost: 1d8 ⇒ 3
Talwin: 1d8 ⇒ 7
Muluk: 1d8 ⇒ 7
See map: You are weightless, so there's no chance of falling in the void, but don't end your turn in mid air! Also charging is not possible
initiative
Essence of the Void Whisperer: 1d20 + 3 ⇒ (13) + 3 = 16
Muluk: 1d20 + 2 ⇒ (19) + 2 = 21
Targost: 1d20 + 4 ⇒ (19) + 4 = 23
Ebon: 1d20 + 4 ⇒ (2) + 4 = 6
Talwin: 1d20 + 4 ⇒ (12) + 4 = 16
| GM Auke |
Know: Dungeoneering (Talwin): 1d20 + 5 ⇒ (15) + 5 = 20
Talwin Bernhold
|
"I don't know how it isn't evil, but parley is not going to be possible. That thing is an aberration, it thirsts for the flesh of intelligent creatures and can drive you mad!"
I haven't had a chance to log into roll 20, so I don't really understand the map situation.
-Posted with Wayfinder
Talwin Bernhold
|
Thanks for the link! Based on your description, we can cross the chasm safely, being weightless, but just shouldn't end our turn there?
-Posted with Wayfinder
Talwin Bernhold
|
Cool, thanks!
Talwin moves over to the center and activates aberration bane, striking at the hideous mass.
Should be able to get SW of the post, which is just in range for my longspear. 2 squares NE of baddie.
Attack w/ bane: 1d20 + 10 ⇒ (3) + 10 = 13
Damage?: 1d8 + 5 + 2d6 ⇒ (5) + 5 + (2, 1) = 13
-Posted with Wayfinder
Talwin Bernhold
|
Bane 5/8 rounds left.
-Posted with Wayfinder
| GM Auke |
Talwin moves to the thing and tries to hit it, but fails.
The multi-mouthed monster starts babbling in a weird and foreign language.
Will
Muluk: 1d20 + 6 ⇒ (5) + 6 = 11 failed (=confused)
Targost: 1d20 + 3 ⇒ (18) + 3 = 21
Ebon: 1d20 + 4 ⇒ (4) + 4 = 8 failed (=confused)
Talwin: 1d20 + 7 ⇒ (2) + 7 = 9 failed (=confused)
It emits a stream of acidic spittle at Targost (provoking)
AoO Talwin: 1d20 + 10 ⇒ (8) + 10 = 18 misses
To Hit (ranged touch): 1d20 + 6 ⇒ (16) + 6 = 22
Fortitude Targost: 1d20 + 3 ⇒ (16) + 3 = 19 succes!
The acid burns in his face, but Targost manages to retain his eyesight!
The weird creature wobbles towards Talwin and its many mouths attack the brave inquisitor!
To Hit (1): 1d20 + 7 ⇒ (17) + 7 = 24
To Hit (2): 1d20 + 7 ⇒ (5) + 7 = 12
To Hit (3): 1d20 + 7 ⇒ (2) + 7 = 9
To Hit (4): 1d20 + 7 ⇒ (15) + 7 = 22
To Hit (5): 1d20 + 7 ⇒ (8) + 7 = 15
To Hit (6): 1d20 + 7 ⇒ (11) + 7 = 18
Only two mouths hit!
Damage(total): 2d4 ⇒ (3, 1) = 4
Grapple (1): 1d20 + 7 ⇒ (20) + 7 = 27
Grapple (2): 1d20 + 7 ⇒ (18) + 7 = 25
The mouths do latch into Talwin's flesh!
| GM Auke |
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Talwin must attack the thing, but is currently grappled by it, so he can't use his longspear. He drops his longspear and draws his odds is mace, even=dagger: 1d2 ⇒ 1 mace and attacks!
To Hit: 1d20 + 6 - 2 + 2 ⇒ (17) + 6 - 2 + 2 = 23 hits!
Damage: 1d8 + 3 + 2d6 ⇒ (3) + 3 + (6, 2) = 14
Bane 4/8 rounds left.
Muluk al-Zadari
|
Muluk sighs and walks across the chain to the center platform, not quite able to reach the combatants this turn.
Targost
|
I think Targost's turn was missed
Taking aim, even with the pain of the acid still burning his face, Targost fires at the weird monster.
Attack-ranged: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
| GM Auke |
I think Targost's turn was missed
Ah, yes, I switched Talwin and Targost again...
Talwin shoots and misses.
Muluk moves toward sthe combat
The creature gibbers again.
Will
Muluk: 1d20 + 6 ⇒ (15) + 6 = 21 succces!
Ebon: 1d20 + 4 ⇒ (18) + 4 = 22 succces!
Talwin: 1d20 + 7 ⇒ (10) + 7 = 17 succces!
but everyone is able to resist listening to its maddening words.
Grapple: 1d20 + 7 + 5 ⇒ (16) + 7 + 5 = 28
The creature engulfs Talwin. The inquisitor is trapped in the creature's body, where several of its mouths continue to feed and drain blood.
damage: 6d4 ⇒ (3, 4, 3, 3, 2, 3) = 18 plus 2 con damage
The creature then spittles again at 1 Targost, 2 Muluk, 3 Ebon: 1d3 ⇒ 1 Targost.
To Hit: 1d20 + 6 ⇒ (14) + 6 = 20 Hits! Fortsave Targost: 1d20 + 2 ⇒ (10) + 2 = 12 and this time the acid is too stong and Targost is blinded!
Talwin Bernhold
|
Talwin grabs his dagger and calls down Abadar's Judgment, seeking justice. He tries to cut free!
Attack, bane, grappled, justice: 1d20 + 7 + 2 - 2 + 2 ⇒ (20) + 7 + 2 - 2 + 2 = 29
Damage?: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (6, 3) = 13
3/8 rounds of bane left.
-Posted with Wayfinder
Talwin Bernhold
|
One thought on bane, haven't had a chance to look up. It makes your weapon's enhancement bonus count as 2 higher. Does this add to the base damage like a normal enhancement nonus would, in addition to providing the extra 2d6? I always leave it out to be safe, but this thing is tough enough to make me consider all possible damage!
-Posted with Wayfinder
| GM Auke |
One thought on bane, haven't had a chance to look up. It makes your weapon's enhancement bonus count as 2 higher. Does this add to the base damage like a normal enhancement nonus would, in addition to providing the extra 2d6? I always leave it out to be safe, but this thing is tough enough to make me consider all possible damage!
If it becomes relevant, I'll deal with it! ;-)
| GM Auke |
The thing wobbles 5 feet and attacks Talwin!
To Hit (1): 1d20 + 7 ⇒ (20) + 7 = 27
To Hit (2): 1d20 + 7 ⇒ (1) + 7 = 8
To Hit (3): 1d20 + 7 ⇒ (9) + 7 = 16
To Hit (4): 1d20 + 7 ⇒ (15) + 7 = 22
To Hit (5): 1d20 + 7 ⇒ (13) + 7 = 20
To Hit (6): 1d20 + 7 ⇒ (19) + 7 = 26
confirm
To Hit (1): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Total): 5d4 ⇒ (2, 1, 1, 3, 4) = 11
grapple
Grab (1): 1d20 + 7 ⇒ (18) + 7 = 25
Grab (4): 1d20 + 7 ⇒ (2) + 7 = 9
Grab (5): 1d20 + 7 ⇒ (9) + 7 = 16
Grab (6): 1d20 + 7 ⇒ (3) + 7 = 10
Talwin is grappled again!
The creature spits at Ebon To Hit: 1d20 + 6 ⇒ (19) + 6 = 25 Hits!
Fortsave Ebon: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Fails! Ebon is blinded!