GMG's PbP: Shackles adventures (Inactive)

Game Master Magabeus

Map| Underwater combat


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Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

Grisaia takes her time trying to fit herself through the narrow passage.

Take 20 for 19 Acrobatics to slip through. If that doesn't work, she'll have to work to widen the gap.

Silver Crusade

CG male Wayang Macabre Puppeteer 7
Spoiler:
|AC 20, T 13, FF 18|HP: 40/40|F +2, R +7, W +3 (+2 vs shadow, +4 vs fear/energy drain/death/Necromancy)|Init +2, Perc +4|CMB +5 CMD 17|20/21 Performance, 3/3 Shadow Speaker, 1/1 comic relief, #19

Xasay goes on ahead and tries to help the others through one by one...

aid another's Acrobatics #1: 1d20 + 7 ⇒ (17) + 7 = 24
aid another's Acrobatics #2: 1d20 + 7 ⇒ (15) + 7 = 22
aid another's Acrobatics #3: 1d20 + 7 ⇒ (16) + 7 = 23
aid another's Acrobatics #4: 1d20 + 7 ⇒ (11) + 7 = 18

If anyone has REAL trouble, I can try casting liberating command if necessary.


Fiend series | Shackles

Take 20 does not work as failure has it's consequences. I take it you spend some time to widen the gap.

The team works together and finally there is enough space for everyone to move through.

This large chamber has a sixty-foot-high ceiling supported by several thick stone columns. The worked stone of the southwest wall remains uncovered by coral, and is decorated with engravings of crude giant figures and roughly formed runes. The columns have markings chiseled into them as well, in what could be many different styles of handwriting.

Smashed stone tables and oversized benches are piled in the southeastern section of the room. Beyond the rubble, a tunnel slopes down to the east, and another descends from the southwest corner. From the eastern corridor four zombies move towards you with surprising speed. On top of each of their heads you see some kind of squid sitting...

Knowledge Dungoneering to identify the squid

Initiative:

Emmett: 1d20 + 6 ⇒ (15) + 6 = 21
Grisaia: 1d20 + 7 ⇒ (1) + 7 = 8
Scratcher: 1d20 + 3 ⇒ (4) + 3 = 7
Tori: 1d20 + 7 ⇒ (20) + 7 = 27
Xasay: 1d20 + 2 ⇒ (19) + 2 = 21
Zombies: 1d20 + 6 ⇒ (10) + 6 = 16

Initiative
Tori
Emmett
Xasay

- - -
Zombies
- - -
Grisaia
Scratcher

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Do we recognize the zombies?

Knowledge, Dungineering: 1d20 + 5 ⇒ (16) + 5 = 21 Immunities or Special defenses, please.

Emmett moves forward and fires a shot at the blue one, trying to hit the squid on its head.

Ranged Touch Attack, PBR: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Botting protocols active.

Knowledge Dungeoneering: 1d20 + 4 ⇒ (4) + 4 = 8

"I don't know what they hell they are, so let's just kill them!" Tori calls out, moving to join Emmett's salvo.

Longbow on Green Squid: 1d20 + 16 ⇒ (10) + 16 = 26
Damage on Green: 1d8 + 7 ⇒ (6) + 7 = 13

Silver Crusade

CG male Wayang Macabre Puppeteer 7
Spoiler:
|AC 20, T 13, FF 18|HP: 40/40|F +2, R +7, W +3 (+2 vs shadow, +4 vs fear/energy drain/death/Necromancy)|Init +2, Perc +4|CMB +5 CMD 17|20/21 Performance, 3/3 Shadow Speaker, 1/1 comic relief, #19

Knowledge (Religion) re zombies, Secrets of the Grave: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (6) + 9 = 15

Suddenly a giant gecko, with skin like countless semiprecious pebbles, bursts out from the ceiling above the lead zombie and tries to help itself to some pickled squid!

bite, higher ground vs the blue meanie: 1d20 + 3 ⇒ (8) + 3 = 11
damage, plus acid: 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5

You know the drill; DC 19 Will save to reduce it to 20% reality.


Fiend series | Shackles

Dice:

vs Gecko
Slam: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Slam: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

The zombies zeem to be just your standard, run-of-the-mill zombies, although they seem to be controlled by the creatures riding them. Those are incutilises. A strange sort of sea creature that appears to be an oversized cephalopod, however an incutilis hides a significant intelligence behind its unassuming appearance. They use the zombies for their zombies and it would be best if you're not caught helpless...

Emmett and Tori have no problem with hitting the incutilises, but the gecko is not so fortunate. Two of the zombies attempt to hit the gecko and the other two move towards Emmett...

Xasay, anything in particular you would like to know about it?

Initiative
Grisaia
ScratcherTori
Emmett
Xasay

- - -
Blue -8 hp
Green -13 hp
- - -

Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

Moving to cover Tori from the monsters approach, Grisaia slashes out at the nearest target.

Glaive on Yellow: 1d20 + 9 ⇒ (7) + 9 = 16
Damage on Yellow: 1d10 + 5 ⇒ (1) + 5 = 6


Fiend series | Shackles

Grisaia, are you targetting the zombie or the incutilis? They are seperate targets

Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

Zombie, probably easier to hit and slashing works well on them.

Grand Lodge

"You're too close Emmet! Back up!" Tori fires a pair of split shots at the two harassing the half-elf.

Longbow on Red Squid: 1d20 + 16 - 4 ⇒ (12) + 16 - 4 = 24
Damage on Red: 1d8 + 7 ⇒ (1) + 7 = 8
Longbow on Yellow Squid: 1d20 + 11 ⇒ (4) + 11 = 15
Damage on Yellow: 1d8 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Umm, yah... I think you got a point there!"

Emmett backs up (5') and shoots again at yellow.

Ranged Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Ranged Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Crit Confirm?: 1d20 + 11 + 1 - 2 ⇒ (1) + 11 + 1 - 2 = 11
Damage: 3d8 + 3 ⇒ (3, 7, 8) + 3 = 21

Silver Crusade

CG male Wayang Macabre Puppeteer 7
Spoiler:
|AC 20, T 13, FF 18|HP: 40/40|F +2, R +7, W +3 (+2 vs shadow, +4 vs fear/energy drain/death/Necromancy)|Init +2, Perc +4|CMB +5 CMD 17|20/21 Performance, 3/3 Shadow Speaker, 1/1 comic relief, #19
GMG wrote:
Xasay, anything in particular you would like to know about it?

Offensive abilities?

...Xasay darts at one of the nearer zombies, unnaturally-long finger outstretched and glowing an eerie blue...

chill touch vs the yellow peril: 1d20 + 5 ⇒ (19) + 5 = 24
rounds of 'panic' on hit and failed DC 16 Will save: 1d4 + 5 ⇒ (2) + 5 = 7

...while The strange geogecko continues trying to snap up some escargot de mer!

bite, higher ground vs the blue meanie's brain-jockey: 1d20 + 3 ⇒ (20) + 3 = 23 Now that's more like it!
damage, plus acid: 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5
Threat roll!: 1d20 + 3 ⇒ (10) + 3 = 13
Critical damage?: 2d4 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9


Fiend series | Shackles

Xasay:
As a full-round action, an incutilis can drive
its lesser tendrils into any helpless Small or Medium creature
occupying the same square and pump the victim full of
poison and chemicals. The victim is killed instantly, and
becomes a zombie-like creature under the incutilis’s control.This zombie isn’t treated as being undead, and is immune to
spells and effects that affect only undead (including damage
from positive energy). redirecting the chill touch to the inculitis

Chill touch damage: 1d6 ⇒ 5

Dice:

vs Emmett
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

vs Gecko
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

vs Xasay
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Grisaia slashes the zombie, Tori shoots one of the aberations and Xasay touches the nearest inculitus. Emmett also hits it and it isn't looking good... The zombies fail to hit Emmett, but the shadow gecko is destroyed and Xasay is also hurt.

Initiative
Grisaia
Scratcher
Tori
Emmett
Xasay -5 hp

- - -
Blue Inculitis -13 hp
Green Inculitis -13 hp
Red Inculitis -8 hp
Yellow Zombie -6 hp
Yellow Inculitis -17 hp
- - -

Silver Crusade

CG male Wayang Macabre Puppeteer 7
Spoiler:
|AC 20, T 13, FF 18|HP: 40/40|F +2, R +7, W +3 (+2 vs shadow, +4 vs fear/energy drain/death/Necromancy)|Init +2, Perc +4|CMB +5 CMD 17|20/21 Performance, 3/3 Shadow Speaker, 1/1 comic relief, #19

DM:
GHHHEEEOOOOODDD that's unsettling...anyway, a saving throw is still called for: DC 16 Fortitude or also take 1 Strength damage.

Also: Are these "zombies" staggered?

chill touch vs yellow brain-jockey: 1d20 + 5 ⇒ (13) + 5 = 18
negative energy damage: 1d6 ⇒ 1 plus DC 16 Fortitude save or take another 1 Strength damage

"These zombies...there is no darkness in them! The incutilis...they make them this way through...natural means!" There is a rare horror in Xasay's voice, but oddly enunciated, given what he just said.

Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

Hearing Xasay's warning, Grisaia aims her swing towards the shell on the corpses head, hoping it is weak enough to bring down.

Glaive on Yellow Inculitis: 1d20 + 9 ⇒ (16) + 9 = 25
Damage on Yellow Inculitis: 1d10 + 5 ⇒ (10) + 5 = 15

Nice timing!

Grand Lodge

Tori steps around Grisaia's defensive line and fires at the one encroaching on Emmett's personal space.

Longbow on Red Inculitis: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28
Damage on Red Inculitis: 1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Longbow on Red Inculitis: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Damage on Red Inculitis: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Say goodnight Gracie!

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett steps back and blasts Red (unless he is beat, and then he target's yellow, or blue).

Ranged Touch Attack, PBR, rapid: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Ranged Touch Attack, PBR, rapid: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Venture Lieutenant, Play by Post (online)

The yellow creature's shell crumples under Grisaia's attack, and the yellow corpse falls peacefully to the ground, returned to its natural repose.

Xasay, your attack would not have made any difference on the end of this turn, so I'm not going to worry about the saves and things.

Tori's first shot similarly fells the red inculitis, giving peace to another corpse.

considering how this has stalled, I'm going to be a little aggressive in reassigining targets to attacks

Tori's second shot badly injures the inculitis on green, and Emmett is able to destroy the two remaining inculitises, leaving the chamber quiet.

OK, end of combat. I've marked the two ways out of the room with arrows, one yellow, one green, so you can pick which way you want to go. I'll be moving you to a new map soon so we can move on.

Grand Lodge

M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

"Oy, dat felt like munths.", Scratcher commenting on their latest battle. Looking at the two options, the thumbs over to the right green path. "Right iz right, aight?"

Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

"We may as well see what they were guarding, if anything." Grisaia agrees.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Um, alright, Scratch. Lead the way to your, um, other right."

Green it is then!

Grand Lodge

M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Scratcher takes the lead, his silvery blade out front, almost as if he wants to make sure he doesn't poke an invisible thing in front of him, as the group treks down the path.


Venture Lieutenant, Play by Post (online)

You move on to a small chamber, clearly the lair of the inculituses you just dealt with. The mess and smell both make that conclusion inescapable. There are two exits from the room.

once again, yellow or green?

Sovereign Court

F Half-orc Cleric9 HP 66/66 AC:17/TC:10/FF:17 Perc +5 F +12 R +7 W +15 CMB +9 CMD 19 Spd 30ft Init +8 Channels 6/6 Active Buffs: None

Keeping with the plan, Grisaia gestures to the lefthand path.

Figure we will follow green and loop back if it deadends. Following the lefthand wall. Worked out a general marching order as well.

Grand Lodge

M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Scratcher nods, once again leading the way as quietly as he can in his armored form.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett laughs as he watches Scratcher trying to be stealthy, but loads his pistol and follows along.

Silver Crusade

CG male Wayang Macabre Puppeteer 7
Spoiler:
|AC 20, T 13, FF 18|HP: 40/40|F +2, R +7, W +3 (+2 vs shadow, +4 vs fear/energy drain/death/Necromancy)|Init +2, Perc +4|CMB +5 CMD 17|20/21 Performance, 3/3 Shadow Speaker, 1/1 comic relief, #19

Stealth: 1d20 + 16 ⇒ (11) + 16 = 27

Xasay silently grins a wide, amused, but compassionate grin...wherever he is.

Much, MUCH to learn they all have....

Grand Lodge

M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

I got a +1 modifier, thank you very much :P

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Think sneaky thoughts. You are the shadow of a lump on a fly on the wall in a hole in the bottom of the sea...


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Table Maps | On Hiatus |

Skulking through the tunnels leads the Pathfinders upon otyughs, nasty beasts covered in black coral. The pitched battle leads to a fruitless victory, nothing but sludge and trash in their lair. Following other avenues leads to a dark cavern covered in the same slimy coral. The waters of the cove are filled with corpses, fouling the sea water and raising a horrible stench.

Rising out of the water is the derelict hull of the Fearsome Tide. Black coral stairs lead along the edge to a rotting rope bridge across. Careful progress forward allows the party to reach the far side, where a coral covered wooden gangplank is fixed to the ship, perhaps only held together by the disgusting growth.

Captain Lanteri stands on the deck, blade bare and pistol drawn. Attempts at parley fail, ignored by the captain, leading to a pitched battle. The true extent of the threat becomes clear as a massive incultilis drags itself up behind the party on the deck. The incultilis lord commands Lanteri through its calcified poison, but it true threat comes when it summons the calcified corpse of Captain Jemma Reefclaw to aid in overwhelming the heroes.

The puppets support the abberant puppet master in a terrifying battle, the stingers of the beast attempting to sap the nerves with poison. Fighting back with every spell and blade available, the team gives their all to avoid becoming puppets themselves. When the monstrous lord falls, the body of Captain Reefclaw slumps to the deck, motionless without the will behind the strings. The coral fixing the cavern in place begins to crumble slowly away almost immediately, while Captain Lanteri falls to her knees and begs forgiveness. She yields all of the treasure in exchange for her life and as apology for marooning you on the island as a preemptive measure against mutiny.

Returning to the Magpie Princess, the crew sides against the captain, deferring to the Pathfinders in how to handle her treachery. They offer to travel with you or drop you off at the nearest port with gratitude. The wreck of the Fearsome Tide could still be repaired, or simply sold for scrap. The treasures within are well worth the effort expended and Ambrus and the Society congratulates you all for a job well done!

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