GM Bold Strider's Dust Comes to Doomspawn (Tier 8-9) (Inactive)

Game Master rpblue

Map will be here!


101 to 150 of 1,003 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

@Grimdoc: That will work for knowing that you need Elf Bane on your weapons.

As Ali claps his hands, the pyrotechnics on the ground spray and some errant missiles slam into the two Id Mutants. The blue-garbed rhino-man is caught off guard and stumbles backwards, tripping and landing on his behind.

The standing Id Mutant is standing for long as he tries to step out of the Greased area and target Grimdoc, but he slips and falls onto his ass before quickly standing once more.

The other fallen Mutant stands as well and barely escapes the Grease choosing to target Grimdoc and cutting into the dwarf's hide.

Acrobatics-Red: 1d20 + 2 ⇒ (3) + 2 = 5
Acrobatics-Blue: 1d20 + 2 ⇒ (8) + 2 = 10

Longsword @ Grimdoc-26 AC: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 2d8 + 8 + 9 ⇒ (3, 5) + 8 + 9 = 25

As Grimdoc starts his return offensive, his holy judgment heals his wounds slightly.

Initiative:
1st: Id Mutants (Red @ 35; Blue @ 5)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 36/84 HP (Fast Healing 4)
Vladek @ 22/36 HP

Pending
Grimdoc - AoO against Red & Blue
Joesef - AoO against Blue

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Ali continues backing up with Vladek. "My dear... mutants. I require absolute silence and stillness for this next trick!"

Continue dweomercraft. Cast hold person on the red one; DC 19 Will save or be held.


Will Save: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

The reddish mutant is instantaneously caught in a bind as his body seizes and locks up, his hand clenched around the glowing longsword.

Initiative:
1st: Id Mutants (Red-Hold Person @ 35; Blue @ 5)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 36/84 HP (Fast Healing 4)
Vladek @ 22/36 HP

Pending
Grimdoc - AoO against Red & Blue
Joesef - AoO against Blue

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

AoO vs Blue: 1d20 + 9 ⇒ (12) + 9 = 21 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Joesef asks for Grimdoc to flank the blue enemy so that he can attack with an advantage! If so,

Rapier: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 for Damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8
Rapier: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 for Damage: 1d3 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc is impressed with Ali's trick and takes his swings at each of the offbalance elves.

I don't think Grim was adjacent to Joesef for paired opportunists but if he is/was then +4 to hit on these AOO

Bravo! I love that one Ali.

Aoo Red +1 Lucern Hammer, heroism, PA: 1d20 + 12 + 2 - 2 ⇒ (16) + 12 + 2 - 2 = 28
for dmg, PA: 1d12 + 8 + 6 ⇒ (1) + 8 + 6 = 15

Aoo Blue +1 Lucern Hammer, heroism, PA: 1d20 + 12 + 2 - 2 ⇒ (7) + 12 + 2 - 2 = 19
for dmg, PA: 1d12 + 8 + 6 ⇒ (6) + 8 + 6 = 20

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will call out to Joesef.

They seem to be a bit tricky to hit. Maybe try the one standing for Ali's trick. I have my hands full with this one.

He 5' steps and takes time to change his stance to more defensive ( fighting defensive -4 for 2AC)

The bane upon you elf mutants!

On Blue +1 Lucern Hammer, heroism, bane, PA/FF: 1d20 + 12 + 2 + 2 - 4 ⇒ (18) + 12 + 2 + 2 - 4 = 30
for dmg, PA: 1d12 + 8 + 6 + 4 + 2d6 + 2 ⇒ (4) + 8 + 6 + 4 + (3, 1) + 2 = 28

On Blue +1 Lucern Hammer, heroism, bane, PA: 1d20 + 7 + 2 - 2 + 2 - 4 ⇒ (5) + 7 + 2 - 2 + 2 - 4 = 10
for dmg, PA: 1d12 + 8 + 6 + 4 + 2d6 + 2 ⇒ (5) + 8 + 6 + 4 + (4, 1) + 2 = 30

AC 28: Free action, Bramble armor d6+4 piercing on melee vs Grim


@Grimdoc: When they moved, you were not adjacent to anyone.

Grimdoc swings his hammer with a bit more precision but is still only able to connect half of the time as he gives the mutants an injury more a piece.

Joesef, additionally, stabs at the creatures but can only get an attack to land as one is prone. His attack actually seems to be as effective as the martial master would expect.

Initiative:
1st: Id Mutants (Red-Hold Person @ 46; Blue @ 38)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 36/84 HP (Fast Healing 4)
Vladek @ 22/36 HP

Pending

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

@GM - with Joesef having better luck with the rapier, Grim will use the pointy end of his lucern hammer. Not sure if he needs special materials or if they are just naturally resistant.

Give em heck there, Vlad! You know - for given a bad name to elves and all that.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Vladek peers into the closer ex-Elf's immediate future and it's myriad possibilities, and attempts to turn them all to the worst....

Vladek uses his Misfortune Hex (DC 21) on Blue.

...while Qadathra summons no fewer than six hideous floating masses of googly eyes and razor-sharp teeth, silently descending on the wretches (silent image, DC 14)!


Will Save: 1d20 + 5 ⇒ (3) + 5 = 8

The non-paralyzed mutant scowls as his brethren is locked in a haze and turns to the last creature that trespasses on its domain. Vladek's mind games seem to cloud his sight as he blinks over and over, but the creature ignores the floating masses of horror as it has creatures actively harming it to worry about.

Longsword @ Joesef-26 AC: 1d20 + 15 - 3 ⇒ (19) + 15 - 3 = 31
Longsword @ Joesef-26 AC: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29 Misfortune

The creature roars as one of its cuts savages the smaller, heavily armored man.

Damage: 2d8 + 8 + 9 ⇒ (6, 1) + 8 + 9 = 24

Joesef's blood pours onto the floor as the bound Id Mutant tries to break free from his bonds.

Will Save-DC 19: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Grimdoc's wounds heal up slightly as the reddish mutant struggles with his bodylock.

Initiative:
1st: Id Mutants (Red-Hold Person (2/8) @ 46; Blue @ 38)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 40/84 HP (Fast Healing 4)
Vladek @ 22/36 HP
Joesef @ 30/54 HP

Pending

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

It didn't look like the Will Save succeeded. Not sure what that might change.


Weird. It showed success on my Preview. Oh well, doesn't affect anything! It just means the Red Id Mutant is still held. Fixed in original post.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Vladek opens his mouth almost unnaturally wide, projecting an unearthly scream only the unparalyzed mutant can hear.

[dice=ear-piercing scream, DC 18]4d6[/dice]

...while Qadathra drops the illusion in frustrated disappointment, and pulls out a wand of red gold shaped like a dragon's maw, and blasts the same mutant with a blazing azure beam.

scorching ray vs Blue: 1d20 + 7 ⇒ (5) + 7 = 12
fire damage: 4d6 ⇒ (3, 2, 5, 2) = 12

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef, despite his injury, continues to fight!

Rapier: 1d20 + 7 ⇒ (5) + 7 = 12 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Rapier: 1d20 + 5 ⇒ (5) + 5 = 10 for Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Ugh, not good.

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

As Grim praises his efforts, Ali takes a bow and announces, "Yes, yes, for I am THE AMAZING ALI!" This last part is shouted so loudly that a visible wave can be seen emanating through the air at the mutant.

ear piercing scream
sonic damage: 4d6 ⇒ (4, 3, 6, 1) = 14 and dazed for 1 round.
DC 18 Fort save for half damage and to avoid being dazed.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Hey Joesef! Be careful in there. I cannot hear anything with all this yelling!

With his health returning, Grimdoc will press the attack on blue shirt elf thing.

Hey you bully! Leave my buddy alone

+1 Lucern Hammer, heroism, bane, PA/FF: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
for dmg, judge, bane, PA: 1d12 + 8 + 6 + 4d6 + 2 ⇒ (7) + 8 + 6 + (4, 2, 2, 4) + 2 = 35

+1 Lucern Hammer, heroism, bane, PA: 1d20 + 7 + 2 - 2 ⇒ (12) + 7 + 2 - 2 = 19
for dmg, judge, bane, PA: 1d12 + 8 + 6 + 4d6 + 2 ⇒ (12) + 8 + 6 + (6, 5, 6, 4) + 2 = 49

Switch to red if blue drops. Man, what a waste of damage if 2nd swing misses :-(

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

You should be stepping into flanking with me so maybe that +2 will help on Blue. I should have waited for you and I could have at least had sneak in there. With my rolls it wouldn't have helped this round though!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Also, ear-piercing scream is only audible to its target - so Brother Grimdoc is just standing there looking at the distended jaws and bleeding ears and wondering what he's not hearing.

Just so we're clear, I searched the messageboards a bit and apparently you CAN flank with a reach weapon - the key, if I've got this right, is that you have to be 'threatening.'

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I didn't notice that he had one, I guess I shouldn't have moved! tyty

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Yes, he is using reach weapon and I could not quite step to flank. He has a non reach weapon but already had bane active on this one. And I realize grim can't actually hear the yelling but it is something he would say lol .


Grimdoc lines up a shot at the mutant attacking Joesef and nearly takes its head off, but his followup swing falls short as Joesef keeps its attention, though his rapier and shield miss striking any actual blow.

Fort Saves-DC 18: 2d20 ⇒ (12, 4) = 16

The mutant resists the sonic blast from Vladek, but the follow-up screaming by the Amazing Ali is too much for him to take as his tries to cover his ears in pain. A few seconds later, the mutant crumples to the ground and blood pours from his ears, eyes and nose.

Will Save-DC 19: 1d20 ⇒ 2

The remaining mutant struggles uselessly against the magic of the Amazing Ali.

Initiative:
1st: Id Mutants (Red-Hold Person (3/8) @ 46)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 44/84 HP (Fast Healing 4)
Vladek @ 22/36 HP
Joesef @ 30/54 HP

Pending

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

So now what? Do we take down the other one or can one of you talk sense into him if we bind him?

Grimdoc, not keen to hit a helpless foe, even if they attacked, will stay within reach to attack should red break loose.

He drops bane but leaves bramble armor up another few seconds.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Is there some way for I or anyone else to tell if it's too late to try restoring him or not?

Vladek takes advantage of the moment's respite to send Qadathra over to Joesef as a conduit for his powers. Beneath Qadathra's touch, the painful history presently embedded in Joesef's flesh rewrites itself.

Healing Hex on Joesef: 2d8 + 9 ⇒ (6, 5) + 9 = 20

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

"Oh just tie him up," Ali says with a wave of his hand. "Only a skilled escape artist like myself could get loose, I'm sure. Maybe we should even get an audience member to check the knots."

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef nods his thanks for the healing and then steps back and out of the craft. So... we're gonna let him live, right?

The young man stays in a defensive stance. Total Defense, as I'm not sure what we're doing yet.


The mutant rages against the magical bonds once more as he tries to break them.

Will-DC 19: 1d20 ⇒ 19

As the group debates what to do, the mutant breaks free of Ali's grasp and ready his longsword to strike out at the group.

Initiative:
1st: Id Mutants (Red @ 46)
2nd: Joesef; Grimdoc; Ali; Vladek

Status:
Grimdoc @ 48/84 HP (Fast Healing 4)
Vladek @ 22/36 HP
Joesef @ 50/54 HP

Pending

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

"Damn," Says Vladek softly as he gives the mutant a baleful glare...

Evil Eye: Make a DC 21 Will save or take a -4 penalty to attack rolls for a full minute - if they succeed, only take a -4 penalty to attack rolls for 1 round.'

...while Qadathra blasts them with a binary vortex of starlight.

magic missile: 2d4 + 2 ⇒ (4, 2) + 2 = 8

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Aw, man... Joey also casts Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

"Oh, an encore? And with fireworks! Excellent!"

force: 4d4 + 4 ⇒ (1, 1, 2, 3) + 4 = 11
trip: 1d20 + 8 + 7 ⇒ (3) + 8 + 7 = 18

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will grimace as the elvin-rhino does not seem to want to be content with bounds, so will end up with whack or two instead.

These guys just ain't taking the hint.

No bane, but still judgement. Pointy end if that worked better, otherwise just whacking with hammer end

+1 Lucern Hammer, heroism, PA/FF: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 Bah!
for dmg, judge, PA: 1d12 + 8 + 6 ⇒ (11) + 8 + 6 = 25

+1 Lucern Hammer, heroism, PA/FF: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27
for dmg, judge, PA: 1d12 + 8 + 6 ⇒ (1) + 8 + 6 = 15

+1 Lucern Hammer, heroism, PA/FF: 1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22
for dmg, judge, PA: 1d12 + 8 + 6 ⇒ (2) + 8 + 6 = 16

Grimdoc nearly drops his hammer as the first swing catches in the tangled wreckage.

Well, there's a contrast for you.


The group channels their energy into a new assault on the freed mutant as their arcane assault weakens the elf further before Grimdoc crushes in the man's head with a resounding thud.

Squick!

As the pointed end of the lucerne hammer jams into the man's skull, his body goes limp and the corpse falls from the steel point in a heap.

Gear:
Combat Gear: potions of cure moderate wounds (4); Other Gear +2 breastplate (2), +1 longsword (2), mwk daggers (4)

Status:
Grimdoc @ 48/84 HP
Vladek @ 22/36 HP
Joesef @ 50/54 HP

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will grab a dagger, just in case it proves useful later. Wow, they wouldn't take no for an answer, huh? Hey, maybe you guys oughta use these potions. Joesef will then search the rest of their craft after he heals the rest of his injuries with his wand.

DO you allow taking the "average" of 5 HP per charge out of combat?

If not: 1d8 + 1 ⇒ (3) + 1 = 4 That works too.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will pick up a dagger as well.

"They definitely put some deep cuts into my armor...well and some into me ."

if there is no reason to save the potions or if we are pressing further into the wreck, Grimdoc would want to get closer to fighting form by drinking one and then wanding up the rest.


I do allow the average for CLW charges!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Healing Hex on Grimdoc: 2d8 + 9 ⇒ (4, 8) + 9 = 21 Save your wand charges. :)

Healing Hex on self: 2d8 + 9 ⇒ (8, 2) + 9 = 19

I'll take one potion.

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Ha, is everyone capable of casting their own healing this game? Awesome. Ali can only spontaneously cast cure light wounds but I don't mind being a healer if things get desperate during combat.

"Well, that was quite the ending, wouldn't you say? Although I think there is a second act, by which I mean there seems to be more to this ship. Lead the way, Brother Grimdock!" Ali waves towards the ship with a flourish.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

LoL that is funny. At first I thought only Grim could cast cures and we did not have a potent source of healing. But we should be fine .

"Ah very good. Much better. Thanks ."

Grimdoc picks up his dropped gear and offers to carry anything else too heavy for the others.

"With my super dwarven strength...nothing slows me down ."

He pats his belly and looks in his empty belt pouch for a snack. Finding none, he uncorks a potion and gulps it before he realizes what it was.

Cmw : 2d8 + 3 ⇒ (5, 8) + 3 = 16 Just enough to top him off

"Anyhoo...we better get going before we miss dinner. I hope there ain't no more of these. Say...what do you guys think happened to them? I don't want to lose my good locks to some rhino head!."

He pokes around a bit more in the wreckage.

perception: 1d20 + 16 ⇒ (9) + 16 = 25

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

"It's...complicated. There are a number of ways it could happen." A slightly sick look crosses Vladek's face as he is reminded of an old adventure in which the danger of a druidic curse was overshadowed by the incompetence of an associate, and his fate was nearly sealed twice over. "My advice in this case is to try and stay clear of the crystals."


The group decides to forge into the wreckage of the ship, noticing an official emblazoning on the side of the interior hull: Lirgen's Glory.

The group starts with the door on the left as Grimdoc opens the door with purpose and strides in boldly.

This strange room consists of two disparate areas. To the east, the chamber is furnished as a comfortable-looking study, complete with a writing desk and a small case of books. Numerous star charts are painted on the walls, and a strange statue of what appears to be a huge moth with outstretched wings and a coiling tail of three long peacock feathers stands in the corner. The western portion of the room is a stark contrast-a cube with polished walls and a strange circular design etched in the floor. The far side of this cube is a wall of dark purple glass or crystal, which pulses periodically with flashes faint light.

DC 19 Knowledge (arcana or religion):
You identify the statue in the corner as a depiction of a star monarch-a magical space-faring creature sacred to the faith of Desna.

Detect Magic + Spellcraft DC 30:
The patterns on the statue's wings were once controls for the ship, and that by touching certain patterns the captain could plot complex courses. Unfortunately the crash has ruined the device, and now only lingering traces of the magic remain.

Fun Fact for the Players not Characters!:
The Lirgen's Glory needed a unique method of propulsion, and the answer that the captain Gelviel settled upon was not without controversy. He imprisoned a vrock demon in a specially prepared chamber (the cube to the west) with a scroll of binding, then built the ship around the demon's prison. The ship harnessed the vrock's power of telekinesis and amplified it, using the demon's spell-like ability and energy to move the entire ship via telekinetic force. Getting the ship up to speed required many days Lirgen's Glory didn't so much launch into space as it slowly floated into the air until it was out of sight. Once it was in space, the constant propulsion enabled the ship to reach an astounding maximum speed, but details on how all this worked are relatively unimportant now, for the ship and its engine have been damaged beyond repair.

As you enter the room, you spy a giant vultureman in the corner, but this does not appear to be an Id Mutant! As you enter, he seemed prepared and lets forth a shrill screech!

DC 21 Fort or stunned for one round!

Initiative:
Vladek: 1d20 + 2 ⇒ (20) + 2 = 22
Ali: 1d20 + 1 ⇒ (19) + 1 = 20
Joesef: 1d20 + 4 ⇒ (18) + 4 = 22
Grimdoc: 1d20 + 6 ⇒ (17) + 6 = 23
Enemy: 1d20 + 6 ⇒ (10) + 6 = 16 Lucky!

Initiative:
1st: Grimdoc; Joesef; Vladek; Ali
2nd: Enemy!

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc strides into the room and tries to discern the statue kn:rel: 1d20 + 10 ⇒ (15) + 10 = 25

Then the screaming begins.

BAH! What is with all this noise again?
Ali is that you or....hey! What the heck is that???

FORT,hero, shake: 1d20 + 14 + 2 + 1 ⇒ (10) + 14 + 2 + 1 = 27

Grim will delay to see if any of his pals cast AoE or other range attacks before he will move in on the loud birdman.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Fortitude save: 1d20 + 4 ⇒ (18) + 4 = 22

Qadathra's Fortitude save: 1d20 + 8 ⇒ (4) + 8 = 12

Vladek's mind is preoccupied with happy thoughts of star monarchs, distracting him enough to ignore the full force of the demon's screech - but the more present-minded Qadathra is not so lucky.

Knowledge (Planes): 1d20 + 16 ⇒ (6) + 16 = 22

"It's called a vrock! It's a class of demons - but clearly, its bindings aren't good for much any longer!"

Vladek retaliates with a blast of utter darkness!

enervation ranged touch attack: 1d20 + 6 ⇒ (5) + 6 = 11
negative levels: 1d4 ⇒ 2

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Fort: 1d20 + 10 ⇒ (20) + 10 = 30

Joesef manages to ignore the effects of the screech! He then tries to engage the creature!

Attack: 1d20 + 7 ⇒ (18) + 7 = 25 for Damage with Sneak: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12
Confirm?: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Seeing Joesef engaged with the big demon, Grimdoc snaps into action.

Hey, Joesef...um save some for the rest of us!

He swings his hammer in a wide arc.

I call the bane of Erasil upon you, demon!

+1 Lucern Hammer, heroism, bane, PA/FF: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
for dmg, PA: 1d12 + 8 + 6 + 2d6 + 2 ⇒ (5) + 8 + 6 + (4, 3) + 2 = 28

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Knowledge (arcana): 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35

Fort: 1d20 + 4 ⇒ (11) + 4 = 15

"Damn!" Ali shouts as he raises his hands to his ears, all too late.

Stunned....


Ali looks as the creature yells, but the sound stuns him temporarily as Grimdoc and Joesef cut into the creature, though their weapons do significantly less than they expected as the hide of the creature is tough.

Vladek SR: 1d20 + 9 ⇒ (10) + 9 = 19

As the ray of energy leaves Vladek's pointed finger, it seemingly disintegrates into nothingness just before striking the creature.

As Joesef moves into to fight the demon, the creature lashes out as it has higher than average reflexes.

Bite @ Joesef-26 AC: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21

The Vrock demon fights back against the nearby dwarf which is the only creature to significantly harm the demon thus far.

Bite @ Grimdoc-28 AC: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Claw @ Grimdoc-28 AC: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Claw @ Grimdoc-28 AC: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Talon @ Grimdoc-28 AC: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Talon @ Grimdoc-28 AC: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

Grimdoc's stout armor protects him, but the creature's talon still sink into dwarf flesh.

Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15

Perception DC 20:
It doesn't appear that the vrock can leave the engine area quite yet as the damage isn't extensive enough for it to leave.

Initiative:
1st: Grimdoc; Joesef; Vladek; Ali
2nd: Vrock Demon @ 20

Status
Grimdoc @ 69/84 HP

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc cries out in pain as the demon slashes at him.

For the mercy of Erastil!

perception: 1d20 + 16 ⇒ (9) + 16 = 25

Joesef, I think it is stuck. Fall back and hit it with range weapons if you have any, lad!

Grimdoc will step back 5' and swiftly grow to double his size, providing him extra reach to go with his bane.

Try this you flea bitten buzzard!

+1 Lucern Hammer, heroism, bane, PA/FF: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
for dmg, PA: 3d6 + 9 + 6 + 2d6 + 2 ⇒ (4, 1, 6) + 9 + 6 + (4, 5) + 2 = 37

+1 Lucern Hammer, heroism, bane, PA: 1d20 + 7 - 2 + 2 + 2 ⇒ (1) + 7 - 2 + 2 + 2 = 10
for dmg, PA: 3d6 + 9 + 6 + 2d6 + 2 ⇒ (5, 5, 6) + 9 + 6 + (6, 3) + 2 = 42

Large size, AC drops to 26, reach to 20'

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef heeds the advice of the dwarf and retreats! Withdraw. Can I put my weapons away and grab my bow as I do so?


@Joesef: You would have to drop the weapons (free action), draw bow (as part of a move) and withdraw as a full. Also, you would still provoke as it has 10' reach and you are adjacent.

@Vladek: The extra +2 to Spell Penetration will overcome the Vrock's SR and it will take two negative levels! Thanks for the catch! Also, I think the delay on the thread for me, EF and Joesef might have been for the 4th, but I only know that it was definitely that way for me!

The demon shrieks as Grimdoc hits the creature once more, though he now knows the hammer and the point of his lucerne hammer have the same effect, neither of which are adept at overcoming the damage reduction of the vrock.

Initiative:
1st: Grimdoc; Joesef; Vladek; Ali
2nd: Vrock Demon-2 Negative Levels @ 57

Status
Grimdoc @ 69/84 HP

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

I thought so - I was just getting antsy now that it's the 5th.

Vladek continues working away at the demon's very existence, attempting to twist its immediate future in the worst possible directions...

DC 21 Will save or suffer 2 rounds of Misfortune!

...while Qadathra tries to distract and discomfit it with the sudden blaring of celestial trumpets somewhere behind it.

Ghost sound, DC 13 Will save to disbelieve.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Hmm, I was afraid I'd have to drop the weapons. Well, assuming I can drop them anywhere along my move (which is 60') I can make a circle and end up in the same square I drop them in. Go ahead and take the AoO since Joesef would take the advice of backing off.

And no, I can't use that excuse really. I checked the thread but before I could post I got called away from the desk. I promptly forgot to come back. Oops.

101 to 150 of 1,003 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Bold Strider's Dust Comes to Doomspawn (Tier 8-9) All Messageboards

Want to post a reply? Sign in.