GM Feral's Eyes of the Ten II (Inactive)

Game Master Feral

Combat Map
Handouts

Inits:
[dice=Atum]1d20+3[/dice]
[dice=Faldoc]1d20+10[/dice]
[dice=Karu]1d20[/dice]
[dice=Kyrac]1d20+5[/dice]
[dice=Markavious]1d20+16[/dice]


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Hearing his specific spells was difficult/impossible for reasons that should be clear.

In any case, it is possible BoF would still be up. You said it was down so I didn't bother to think about the time involved. The fight with the cultists was only a couple rounds and you guys spent a couple rounds checking out the mutant monkey nursery. Spending another round grouping at the hallway and then spending a round dispelling the blade barrier would put you six rounds down on your Blessings of Fervor.

That also means it was dispelled from Atum when he entered the room.

Atum and Kynrac are up. Atum owes the pregnant ape an AoO.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

AoO +3 impact adamantine bec de corbin: 1d20 + 18 ⇒ (13) + 18 = 31
damage: 3d8 + 27 ⇒ (5, 6, 1) + 27 = 39

Although you can not hear him, you see Atum's mouth open in a scream when his friend Karu is put down by the gorilla. Atum responds by wildly swinging his giant bec de corbin at the gorilla lich, now more than ever intent on killing it as quickly as possible.

+3 impact adamantine bec de corbin: 1d20 + 18 ⇒ (4) + 18 = 22
damage: 3d8 + 27 ⇒ (5, 2, 7) + 27 = 41

+3 impact adamantine bec de corbin: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 3d8 + 27 ⇒ (4, 8, 5) + 27 = 44

+3 impact adamantine bec de corbin: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 3d8 + 27 ⇒ (6, 1, 1) + 27 = 35

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Hearing specific spells isn't what matters here, I'm trying to say that if we had heard someone spellcasting (even without knowing the specific spells), we wouldn't have waited "a couple rounds" exploring the nursery or regrouping, and would have gone towards the sounds right away to prevent the enemy from fully buffing up/building their defenses. Assuming he started buffing because he heard us coming, it would seem strange that we didn't hear him casting his spells. There are some pretty high perception scores in the party, so someone could have had a chance to overhear the chanting.

Waiting to see if the pregnant ape drops before deciding my actions.


When there was perception checks to be made, I posted as such. When there was spellcasting to be heard, I mentioned it.

Atum's AoO hit so Karu's shots dropped the pregnant ape.

The huge ape beats his chest in triumph only to suffer two mighty blows from Atum. The Living Monolith's weapons meets some resistance but still leaves large rents in the beast's armor through which sagging rotted flesh becomes visible.

Kynrac is up.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

So the pregnant ape is down? I still see it on the map.


I put a marker on it to indicate that it's down. I left it on the map so you'd have a visual reminder of where the silence is centered.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Thanks, it's much clearer this way.

Kynrac conjures potent healing energies in his hand, then moves into the room.

Casting cure critical wounds while under the globe, and holding the charge for now. Atum, I'm coming for you.


I forgot about the blur. 2d100 ⇒ (31, 97) = 128 - didn't matter for Atum's attacks.

With the ape's true nature revealed, incredible dread fills the thoughts of those near it. Atum, Kynrac, and Faldoc need to make a DC 20 will save or be shaken for 15 rounds. If you succeed you're just shaken for 1 round.

Angered by the continued presence of intruders in his domain, the undead brute steps forward to meet Atum's challenge.

Primary: 1d20 + 16 + 4 + 1 ⇒ (5) + 16 + 4 + 1 = 26
Displacement: 1d100 ⇒ 37 - hit
Damage: 3d6 + 10 + 4 ⇒ (4, 2, 6) + 10 + 4 = 26
Negative Energy: 2d6 ⇒ (1, 6) = 7

Iterative: 1d20 + 16 + 4 + 1 ⇒ (9) + 16 + 4 + 1 = 30
Displacement: 1d100 ⇒ 45 - hit
Damage: 3d6 + 10 + 4 ⇒ (1, 3, 1) + 10 + 4 = 19
Negative Energy: 2d6 ⇒ (2, 1) = 3

Second Iterative: 1d20 + 11 + 4 + 1 ⇒ (9) + 11 + 4 + 1 = 25
Displacement: 1d100 ⇒ 28 - hit
Damage: 3d6 + 10 + 4 ⇒ (2, 3, 2) + 10 + 4 = 21
Negative Energy: 2d6 ⇒ (6, 2) = 8

Touch: 1d20 + 13 + 4 + 1 ⇒ (10) + 13 + 4 + 1 = 28
Displacement: 1d100 ⇒ 22 - hit
Negative Energy: 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Also make a DC 19 fortitude save or be paralyzed indefinitely.

Extra Attack: 1d20 + 21 + 4 + 1 ⇒ (6) + 21 + 4 + 1 = 32
Displacement: 1d100 ⇒ 51 - miss!
Damage: 3d6 + 10 + 4 ⇒ (6, 6, 3) + 10 + 4 = 29
Negative Energy: 2d6 ⇒ (4, 2) = 6

The party is up. Being neutral saved Atum a good chunk of damage.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

I think it was a displacement and not a blur. Also, wouldn't this round's attack also be affected by the displacement?

Will vs fear: 1d20 + 14 ⇒ (12) + 14 = 26

The lorekeeper's mind remains steadfast at the thought of fighting a lich king kong. He moves forward, up to the point he can hear his own footsteps again, then touches Atum to close the monolith's wounds.

Delivering the CCW as a standard action.
CCW: 4d8 + 12 ⇒ (6, 6, 7, 7) + 12 = 38

EDIT: Thanks for moving my circle with me! :)


I was referring to the lich-ape's blur. I totally forgot about Atum's displacement. I'll edit those in.

Atum, Markavious, and Faldoc are up.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

My bad then!

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious begins the process of casting Summon Monster 6 hopefully bringing a new target for monkey lich.

Hopefully, I didn't mess the map up too badly


That puts the silence inside your globe. You need to back up a step.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

If you'd be so kind to do that for me, I'd appreciate it. I've done enough damage

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Will: 1d20 + 9 ⇒ (10) + 9 = 19 That was close.

Faldoc moves up alongside his friends, outside of the effects of silence. I am of no use with that wind in the way.

Faldoc will cast Hunter's Eye in order to combat the blur effect while he waits for an opportunity to attack.


Fortunately google's revision history is pretty robust so fixing things isn't too hard.

Faldoc, doesn't that fail the will save?

Atum is up.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Will: 1d20 + 12 ⇒ (11) + 12 = 23
Fort: 1d20 + 17 ⇒ (5) + 17 = 22

Atum takes a heavy beating from the ape but is healed somewhat by Kynrac. He stays silent in his stony resolve to bring down the gorrilich as quickly as possible.

+3 impact adamantine bec de corbin: 1d20 + 18 - 2 ⇒ (15) + 18 - 2 = 31
damage: 3d8 + 27 ⇒ (6, 5, 1) + 27 = 39

+3 impact adamantine bec de corbin: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
damage: 3d8 + 27 ⇒ (1, 1, 1) + 27 = 30

+3 impact adamantine bec de corbin: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
damage: 3d8 + 27 ⇒ (2, 1, 1) + 27 = 31


Atum lands two more powerful blows. His polearm isn't fully effective against the beast's undead form but still leaves a visible impact.

Presented with a softer non-displaced healer, the beast takes a step forward into the wind wall and lunges with its spear.

These are targeting Kyrnac.

Primary (trip): 1d20 + 23 + 4 + 1 ⇒ (5) + 23 + 4 + 1 = 33

Iterative vs prone: 1d20 + 16 + 4 + 1 + 4 ⇒ (14) + 16 + 4 + 1 + 4 = 39
Damage: 3d6 + 10 + 4 ⇒ (3, 1, 3) + 10 + 4 = 21
Negative Energy: 2d6 ⇒ (5, 2) = 7

Second Iterative: 1d20 + 11 + 4 + 1 + 4 ⇒ (14) + 11 + 4 + 1 + 4 = 34
Damage: 3d6 + 10 + 4 ⇒ (2, 5, 1) + 10 + 4 = 22
Negative Energy: 2d6 ⇒ (1, 5) = 6

Touch: 1d20 + 13 + 4 + 1 + 4 ⇒ (7) + 13 + 4 + 1 + 4 = 29
Negative Energy: 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Also make a DC 19 fortitude save or be paralyzed indefinitely.

Extra Attack: 1d20 + 21 + 4 + 1 + 4 ⇒ (10) + 21 + 4 + 1 + 4 = 40
Damage: 3d6 + 10 + 4 ⇒ (1, 3, 1) + 10 + 4 = 19
Negative Energy: 2d6 ⇒ (1, 6) = 7

The party is up.

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Why did Karu take an extra 2d6 on the touch attack while Atum and Kynrac didn't?


Because Karu is good.

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

I assume it's the Unholy enchantment on his spear for the extra 2d6 due to being good, but that wouldn't translate to the touch attack from being a lich, right?


He has a separate unholy enchantment on his touch attack as well.

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Ah, gotcha.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Here comes Earl right behind Atum.

Get that gorilla Earl

Don't Attack the elemental

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

ROAR!

Slam: 1d20 + 17 ⇒ (15) + 17 = 32 Pain: 2d8 + 9 ⇒ (5, 3) + 9 = 17
Slam: 1d20 + 17 ⇒ (11) + 17 = 28 Pain: 2d8 + 9 ⇒ (8, 3) + 9 = 20

Earl has 15'reach

Probably gets one attack if he moves below Atum


You actually have enough reach to summon it straight into melee.

Markavious's summoned elemental slams into the huge gorilla-lich but its blows don't appear very effective.

Atum, Kynrac, and Faldoc are up.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20
DM Feral wrote:


Faldoc, doesn't that fail the will save?

Ah crap, unless this is considered an enchantment somehow Faldoc fails. I was thinking of a different DC in one of EF's games that I'm chronically failing. Yep, 15 rounds it is, ring the bell!

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Can I now target the gorillich without having to worry about the wind wall since he stepped into it?


Yes, you can. That said, I preemptively apologize for what's about to happen.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Apology accepted, whatever it is.

Faldoc steps back 5' to the northeast and fires arrows at this creature! Please move me on the map so I do not destroy it. Arrows are adamantine blanched cold iron. Maybe that'll matter.

Bow: 1d20 + 19 ⇒ (6) + 19 = 25 for Arrow: 2d6 + 15 ⇒ (4, 5) + 15 = 24 and Manyshot: 2d6 + 15 ⇒ (4, 4) + 15 = 23
Bow: 1d20 + 19 ⇒ (17) + 19 = 36 for Arrow: 2d6 + 15 ⇒ (1, 3) + 15 = 19
Bow: 1d20 + 14 ⇒ (7) + 14 = 21 for Arrow: 2d6 + 15 ⇒ (5, 4) + 15 = 24
Bow: 1d20 + 9 ⇒ (5) + 9 = 14 for Arrow: 2d6 + 15 ⇒ (5, 2) + 15 = 22


Faldoc's flurry of arrows are interrupted and flung aside as the other imp-like creature he spotted earlier summons another wind wall.

Man, if you're going to be at Paizocon I owe you a drink or something. Atum and Kynrac are up.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Ha, another readied action I take it? Looks like going on vacation is a fine plan since I'm not very useful.

I will not be at PaizoCon but I will be in Seattle this weekend, LOL.


Yeah. They only have wind wall once per day but there was two of them readying.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"Your wind will not save you for long!" Atum bellows before he steps back into silence and heaves his bec de corbin at the gorillich.

+3 impact adamantine bec de corbin: 1d20 + 18 ⇒ (12) + 18 = 30
damage: 3d8 + 27 ⇒ (8, 7, 7) + 27 = 49

+3 impact adamantine bec de corbin: 1d20 + 13 ⇒ (14) + 13 = 27
damage: 3d8 + 27 ⇒ (2, 5, 8) + 27 = 42

+3 impact adamantine bec de corbin: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 3d8 + 27 ⇒ (4, 4, 2) + 27 = 37

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac falls to the ground, tripped by the lich kong. The following blow hurts him badly, but some of the damage is stopped by the thin layer of stone covering his body. Another blow is deflected by the elf's mithral shield, but a ghastly touch of the grave manages to get through the lorekeeper's defenses. However, Kynrac proves once more than Irori's teaching "mind over body" is a certain thing. Despite a frail natural constitution, his inner fortitude allows him to shake off the effects of the lich's touch.

Summary:
1st: Trip: success - Kynrac is now prone.
2nd: Hits for 11 damage, 110 remaining on stoneskin
3rd: Misses
Touch: Hits for 29 negative energy damage.
Fortitude DC 19: 1d20 + 10 ⇒ (19) + 10 = 29 Note: I don't think the shaken condition is still in effect since he used his aura on his turn one round ago and I made the save, reducing the duration to one round. Looking at the dice, the answer to that question doesn't matter much anyway.
Last: Hits for 9 damage, 100 remaining on stoneskin
Total: 49 damage

Concentration, casting defensively DC 25: 1d20 + 24 ⇒ (20) + 24 = 44
BoL on Atum: 5d8 + 12 ⇒ (8, 6, 7, 5, 6) + 12 = 44
Kynrac focuses his thoughts, and touches the living monolith's ankle, infusing potent curative energies into his body.

"Destroy that blight, Atum. Scatter its rotten carcass to the winds."

Then he teleports a bit further away, out of reach for the lich kong.
Time hop as indicated on the map.

Also, Atum - wouldn't sundering his spear be a good idea?


Blur: 2d100 ⇒ (46, 61) = 107

Atum lands two more mighty blows leaving the lich only standing by virtue of its unholy resilience.

With Kynrac out of reach and the elemental only a minor threat, the undead beast returns its attention to the Living Monolith.

Primary: 1d20 + 21 + 4 + 1 ⇒ (2) + 21 + 4 + 1 = 28
Displacement: 1d100 ⇒ 14 - hit
Damage: 3d6 + 10 + 4 ⇒ (2, 5, 5) + 10 + 4 = 26
Negative Energy: 2d6 ⇒ (6, 5) = 11

Iterative: 1d20 + 16 + 4 + 1 ⇒ (7) + 16 + 4 + 1 = 28
Displacement: 1d100 ⇒ 49 - hit
Damage: 3d6 + 10 + 4 ⇒ (1, 5, 2) + 10 + 4 = 22
Negative Energy: 2d6 ⇒ (3, 6) = 9

Second Iterative: 1d20 + 11 + 4 + 1 ⇒ (12) + 11 + 4 + 1 = 28
Displacement: 1d100 ⇒ 57 - miss!
Damage: 3d6 + 10 + 4 ⇒ (1, 2, 5) + 10 + 4 = 22
Negative Energy: 2d6 ⇒ (6, 6) = 12

Touch: 1d20 + 13 + 4 + 1 ⇒ (12) + 13 + 4 + 1 = 30
Displacement: 1d100 ⇒ 17 - hit
Negative Energy: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17

Also make a DC 19 fortitude save or be paralyzed indefinitely.

Extra Attack: 1d20 + 21 + 4 + 1 ⇒ (3) + 21 + 4 + 1 = 29
Displacement: 1d100 ⇒ 63 - miss!
Damage: 3d6 + 10 + 4 ⇒ (2, 4, 5) + 10 + 4 = 25
Negative Energy: 2d6 ⇒ (3, 4) = 7

The party is up. Atum was healed for 44 and then took 45 so he's down 52 total HP with 60 stoneskin remaining.

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

How tall is the wind wall? I have Celestial Armor and can Fly once per day. If there is enough space I was thinking of flying up higher than the wall and getting arrows in that way. If I can do that, I will.

This is my last post before I head out. I'll try to check with my phone but I'm not sure how well that will work.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious goes invisible and double moves in front of Faldoc


The wind wall is 30 feet tall. You'd be flying through the vines but you could definitely get over it.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

From where he is, the lorekeeper extends his curative talent to all friends and foes alike.

Casting cure light wounds, mass to heal the whole party and damage the lich kong. Will DC 23 for half damage, Mr. Kong.

CLW, mass: 1d8 + 12 ⇒ (6) + 12 = 18

Then he stands up.


Will: 1d20 ⇒ 17

The undead ape reels from the burst of positive energy. It looks like his unholy form can barely remain whole.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Fort: 1d20 + 17 ⇒ (15) + 17 = 32

Atum only laughs as the monkey king hits him, riding his battle high and swinging his weapon with reckless abandon, determined to take the beast down. "The blessings of the sphinx are strong and stone runs through my blood, little monkey."

+3 impact adamantine bec de corbin: 1d20 + 18 ⇒ (17) + 18 = 35
damage: 3d8 + 27 ⇒ (7, 5, 3) + 27 = 42

+3 impact adamantine bec de corbin: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 3d8 + 27 ⇒ (4, 2, 5) + 27 = 38

+3 impact adamantine bec de corbin: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 3d8 + 27 ⇒ (7, 3, 7) + 27 = 44


With one final blow, Atum smashes the gorilla-lich into the ground. Vaguely simian laughter floats through the air as its unholy form crumbles to dust.

Encounter over!

With the cult's leader vanquished, the party is free to untie and release Venture-Captain Kyalla, who remains bound to the grim altar. Unfortunately, it appears whatever ritual the lich was performing has already taken hold. The Venture-Captain's once beautiful form is gone as she's undergone a savage physical change: her brow is noticeably enlarged, her arms half-again as long as normal, and a thin coat of fine, blonde hair covers her chest and arms. Despite the vile transformation, she remains partially human — at least physically.

"New body... want Eddington... no more hurting", she mutters.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac sighs in relief as he beholds the lich kong crumble to dust. Grief embraces the elf, seeing the mangled body of his Iroran brother on the ground. He adresses a prayer to the Master of Masters, praying for his soul to linger long enough on the outer rim of the Lady's Boneyard to be recalled to the Prime Material plane. Kynrac spreads his own cloak over the body, showing utmost respect to it.

The fault is mine, brother. I'm truly sorry I wasn't able to keep you alive.

It is only then that his attention is drawn to the Decemvirate member, whose sanity appears to be shattered.

"Do not worry, Milady. We shall bring you back to the Grand Lodge to see that you are cured of whatever curse they brought down on you. Can you tell us if Hestram is still about?"

In any case, the lorekeeper will take steps to ensure that her safe passage back to Absalom via the Maze of the Open Road is secured, and that she will be properly attended there.

Kynrac also makes sure that Karu's body is transported in a timely fashion back to Absalom and raised back to life.

When facing the recollection of his earlier words about the ape-children, he makes sure to include a strong recommendation to Silver Crusade highups about bringing back dignity to the ape-people, thereby avoiding to push them into the madness and cruelty of a life in servitude to Anghazan.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac will also make sure to deliver the remains of the real Keel to Osprey, so that he can be resurrected (hopefully).

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious pulls out a scroll of teleport,whenever you are ready

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum throws his polearm onto his back and lifts the woman carefully into his arms as he resumes a size which is only slightly larger than the normal human. "Indeed, something is terribly wrong with her. We need to get back to the Lodge as soon as possible."

Liberty's Edge

Half Elf Ranger (Urban) [15.0] HP 124/124 | AC 36 T 23 FF 28 | CMB +18 CMD 40 (FF 32) | F +15 R +22 W +13 (+2 vs enchant) | Init +10 | Perc +28 (low-light vision) | SM +1 | Stealth +24 | DD +25 | Acro/EA +21 | Climb/Swim +7 | Surv +20

Faldoc agrees with both Atum and Kynrac. Indeed. Hopefully something can be done to undo this evil.


Borne across space via Markavious's magic, the party returns to the Woodsedge Lodge with the transformed Venture-Captain Kyalla in tow.

Back at the Lodge, Venture-Captain Eliza Petulengro and Osprey are initially excited for the party's return, only to hang their head at the sight of Karu's broken body and Kyalla's bestial transformation. After the initial shock fades the pair thank the party for their hard work and for risking their lives (and even losing their lives) for the betterment of the Society.

Eliza locks Kyalla up for her protection and vows to find a way to one day cure the ape Venture-Captain of her affliction. Osprey mentions dedicating time to the library in the interest of researching a cure but the pale seeker does a poor job of hiding his lack of faith in finding a treatment for Kyalla’s situation. He quietly takes Venture-Captain Keel's partially melted remains but gives Kynrac a curious expression when he mentions resurrection.

At the mention of returning Karu to life, Eliza nods in understanding but asks that the party remain within the lodge for fear of Adril's agents while she summons a spellcaster powerful enough to perform the ritual to call the Bold Strider's spirit back from Pharasma's realm. The more savvy members of the party get the feeling the house arrest is more about keeping an eye on each of them than keeping them safe from the rogue Venture-Captain's machinations. Whatever her motives, an unknown priest of Abadar arrives at the lodge a few days later and, after brief negotiations with Eliza, Karu's spirit is reunited with his body and the Bold Strider is returned to life.

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