GM Nazard's Articles of Faith (Inactive)

Game Master Nazard

Starstone Cathedral


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"Place? This is the Citadel, the finest, most advanced combination of magic and technology in seige warfare. Sorry if you are from Absalom. Nothing personal against your city, but war is war. Does it still stand?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"We are all from different places. Yes, Absalom still stands, but I haven't heard of anybody there who is at war with this building or any group called the Citadel.

"As I said, nearly everything we've encountered since we've arrived has been hostile. This conversation could go better if you'd move into the light where we can see you."


F

I am here but I cannot think of anything to add to the conversation at the moment

Shifting on her feet just waiting for the fight to start. With the way this cursed place seems to operate that should happen but maybe they are finally catching a break.


"If it is light you wish..." the voice replies and a few moments later, light fills the eastern room. You see two skeletons, both armed and armoured, each of which has removed the cloth from torches set in the north wall.

From your angle, you can see the edge of a rich purple carpet leading to a dais of black stone, upon which rests a throne. A skeletal man, closely resembling the drawings in the outer room, sits on the throne. A massive greatsword rests against the arm of the throne. Other than armour, the skeletal man wears a beautiful rich cloak...

"Come further in. I have nothing to hide from my rescuers. My 'group' as you put, is not called the Citadel. The Citadel is this mighty tower. We represent the glorious realm of Cheliax. Please tell me...what year is it? Has Aroden returned as was foretold?"

Map


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

When he sees the speaker's visage, Ty hisses in alarm and subconsciously steps forward into a defensive stance with his shield raised. He doesn't draw his warhammer, but he does cast a blessing on it, causing it to glow with a golden light. Blessing of Good... and I wish they'd come up with a better name for that.

Map 2


The skeletal man raises his hands out in front of him.

"Please, my friend. Have no fear. I know my appearance must be horrifying, the result of a foul and wicked curse that was inflicted upon me, my men, and this tower."

The skeletons make their way back to line the carpet. As Ty moves forward he can see a third flanking the carpet with one of the ones you had already seen.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

After a moment, Ty simply says, "Tell me about your cloak."


It's hard to tell how, but the skeletal face's expression seems to harden, and the burning light of its eyes flares hotter.

The voice attempts to maintain its casual air, but you hear tension.

"This old thing? Not much to tell, really. Is that what you came here for? My cloak?"


F

Hands moving immediately to her blades at the skeletal sight before her. Tense and ready to draw them.

You seem tense. What kind of curse would do that?


"I think it's time you told me why you have come, invaded my tower, and fought with my subjects? If you are not a retaliatory force from Absalom, nor a rescue party from Cheliax, what is your purpose here? Asking after my cloak as you are, I might be forgiven for thinking you as common burglars!"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"Not convinced this is your tower. Any fighting we've done has been because we've been attacked, first. If that cloak is what I think it is, nobody is going to forgive you for anything. Check your arrogance and cooperate."

Ty draws his warhammer.


"You want my cloak? Come and take it then!" the skeletal man shouts, gripping the hilt of his own sword. "Kill them!" he commands, and the two skeletons you can currently see burst into flame and approach. Two similar sources of light from around the corner suggest two others.

Initiative!
Alexis: 1d20 + 5 ⇒ (1) + 5 = 6
Daniel: 1d20 + 4 ⇒ (11) + 4 = 15
Rhylellia: 1d20 + 7 ⇒ (16) + 7 = 23
Thanephos: 1d20 + 5 ⇒ (17) + 5 = 22
Ty: 1d20 ⇒ 4
Sir Rollynd: 1d20 + 2 ⇒ (20) + 2 = 22
Skeletons: 1d20 + 6 ⇒ (1) + 6 = 7
The Asmodean: 1d20 + 4 ⇒ (18) + 4 = 22

Order: Rhylellia, Thanephos, Asmodean, Sir Rollynd, Daniel, Skeletons, Alexis, Ty.

Knowledge Religion DC 10 on burning skeletons:
These are burning skeletons. They are resistant to piercing and slashing weapons and have darkvision 60.

Knowledge Religion DC 15 on burning skeletons:
This variant of skeleton is immune to fire damage, but vulnerable to cold (1.5 times damage)

Knowledge Religion DC 20 on burning skeletons:
Adjacent creatures take 1d6 fire damage at the start of the skeletons' turn, and the skeletons explode for 1d6 fire damage to all adjacent creatures when they die.

Knowledge Religion DC 15 on The Asmodean:
The Asmodean is a skeletal champion, a skeletal undead who has retained all the memories, skills, and abilities he had in life.

Knowledge Religion DC 20 on The Asmodean:
Skeletal champions have channel resistance 4.

Map 1
I took away the blackout around the corner, in case one of you try to move into the throne room. Just remember that you can't see the exact positions of the skeletons around the corner yet.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Does our fire elemental ally roll for initiative?


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Religion: 1d20 + 6 ⇒ (18) + 6 = 24
Religion: 1d20 + 6 ⇒ (16) + 6 = 22
Thanephos calls out upon seeing the skeletons, Attempt to avoid getting near them, they'll burn you simply with their proximity!
With that, he begins to urge on his friends in this upcoming battle. Bardic starting up.


Sparky: 1d20 + 7 ⇒ (2) + 7 = 9

Sorry about that. He goes with Daniel and Sir Rollynd.


F

religion on skeleton: 1d20 + 6 ⇒ (20) + 6 = 26
religion on Asmodean: 1d20 + 6 ⇒ (13) + 6 = 19

Growling at herself, Defiantly need a bow. Moving to keep the skeletal creatures in view. Not yet attacking. I have lost my mind. I am going to charge a flaming abomination.Please move Alexis to -c121. I will be charging next round.

[ooc]Rhylellia will move to -c122 please move her. And she should be back playing tomorrow. I am going have her shoot since after we rested she said she wanted to reselect her spells for the day.

Taking quick steps to get the skeletons in range Rhylellia takes aim and lets a arrow fly. And I do believe that goes wide.

shortbow: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 ⇒ 5


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Map 2


The Asmodean casts a spell, and his sword glows briefly before returning to normal.

Spellcraft DC 16:
Lead blades

Daniel knocks a blunt arrow and fires at the closest skeleton.
Arrow: 1d20 + 10 ⇒ (3) + 10 = 13 The arrow clangs off the skeleton's armour.


Max HP: 22; Current HP: 14

Sir Rollynd whips out his sling and hurls a stone at the nearest skeleton.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

The skeleton's head explodes, followed by the rest of it. While the purple carpet smoulders, none of you were close enough to the blast to be affected.


Sparky moves up and swings at the next skeleton.

Slam: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (1) + 7 = 8

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

I've looked and looked, searched the messageboards, and I can't find any mention of whether or not the base damage from a fire elemental slam was fire damage or regular old damage. I'm going with regular old damage, which means Sparky can actually hurt these skeletons, but if anybody has come across a different ruling, I'd love to hear it.

The skeleton explodes, covering the fire elemental with fire, and nearly singeing the Asmodean in the process. Sparky seems to relish in the destruction.


The remaining skeletons advance and slash at Sparky with their swords and claws.

Skeleton 3 sword: 1d20 + 3 ⇒ (10) + 3 = 13
Skeleton 3 claw: 1d20 - 3 ⇒ (13) - 3 = 10

Skeleton 4 sword: 1d20 + 3 ⇒ (12) + 3 = 15
Skeleton 4 claw: 1d20 - 3 ⇒ (12) - 3 = 9

None of the attacks hit.

Alexis moves up.

Next we have Ty, Rhylellia, and Thanephos.

Map 3


Skeletons: AC 18; HP 4; F/R/W: +1/+2/+2

The Asmodean: ???????????


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
I've looked and looked, searched the messageboards, and I can't find any mention of whether or not the base damage from a fire elemental slam was fire damage or regular old damage. I'm going with regular old damage, which means Sparky can actually hurt these skeletons, but if anybody has come across a different ruling, I'd love to hear it.

Well, they have the "Burn" Special Ability, which the description calls out as being fire damage, implying that it's different than the regular damage the rest of their attack does:

Quote:
Burn (Ex): A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee.

*********

Ty moves forward, trying to create a bottleneck between the flaming skeletons and the rest of the party. He'll cast protection from evil on himself.

Map 4


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Thanephos continues to urge on his friends and the elemental, bringing out his bow and firing at the nearer of the flaming skeletons,
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 6 ⇒ (5) + 6 = 11


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Ty Purgest wrote:
Nazard wrote:
I've looked and looked, searched the messageboards, and I can't find any mention of whether or not the base damage from a fire elemental slam was fire damage or regular old damage. I'm going with regular old damage, which means Sparky can actually hurt these skeletons, but if anybody has come across a different ruling, I'd love to hear it.

Well, they have the "Burn" Special Ability, which the description calls out as being fire damage, implying that it's different than the regular damage the rest of their attack does:

Quote:
Burn (Ex): A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee.

Plus, the table under Monster Natural Attacks indicates that the "slam" attack (the fire elemental's primary attack) is just plain old bludgeoning damage. All this is to say that I think you're right.


F

Ty is was going to charge since I have no ranged since I was a fool. Is there something else I should do?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Shoot, sorry; I forgot (and technically, Ty doesn't know). Ty has this drive to take as much punishment as he can and justify it to himself that he's protecting others. Plus, I was thinking that since two of the flaming skeletons went down in one round, maybe the other two will go down just as easily the second round, saving anyone from (what seems to be) an aura attack. But looking at your character sheet, you've got fire resistance, so you charging might make sense against these guys.

If Nazard allows it, re-position Ty to -A, 124. If not, holler out and Ty will move.


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Just a reminder, you guys get the +1 to hit/damage from bardic. Not sure if you've included it in previous attacks.


Alexis, you did pick up a ranged weapon from the armoury the last time you realized you'd forgotten to get one, probably a light crossbow.

Repositioning is fine. Talking is a free action during anybody's action, so Alexis can easily shout, "Don't stand there!" and get him to move.

Just waiting on Rhylellia.


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Mage armor on self and draw weapon


The Asmodean casts another spell, and his weapon glows again, this time with a terrifying red light.

Spellcraft DC 17:
Weapon of awe

Sparky attempts to slam its fiery fist into another skeleton.

Attack: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Another skeleton explodes.

Daniel knocks another arrow and lets fly at the remaining skeleton.

Arrow: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

The fourth skeleton explodes, showering the fire elemental with burning bits of bone, which seems to delight Sparky to no end.

The purple carpet has really begun to catch fire now. Rancid smoke has begun to fill the room. No effect yet, but you can tell that vision is soon going to be a problem, as well as air quality. The green area is carpet that is currently burning. Passing through that square will inflict 1 point of fire damage.

Sir Rollynd draws his sword and advances (and activating smite evil against the Asmodean, though you can't really tell he's done that. For that matter, Daniel has also activated his smite evil against the Asmodean).

The Asmodean glares at you as his final skeleton bodyguard goes down in flames. He hefts his sword, prepared to meet you in lethal combat.

Up next: Alexis, Ty, Rhylellia, Thanephos (aka, the PCs who still have players)

Map 5


F

Please move me to C122. I will be charging!

Well I guess he is the one that matters anyways. Moving into the room.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Moved Alexis to C123.

Wordlessly, Ty advances towards the throne and swings at the Asmodean.

Attack: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18

Assuming that hits...
Warhammer: 1d20 + 4 + 1d6 + 1 ⇒ (2) + 4 + (2) + 1 = 9

Map 6


18 does not hit, as his hammer crashes into the Asmodean's full plate.


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Thanephos peers through the smoke as he walks into the room, drawing and firing a blunt arrow at the Asmodean, catching the undead through a chink in his plate.
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Thanephos' arrow clangs off the Asmodean's armour...just kidding.

The bard's arrow flies true, eliciting a growl from the skeleton.


Just waiting on Rhylellia before the Asmodean unleashes his assault!


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Casts Reduce Person on herself, and moves
she is now AC 20, MeAtt +5, dmg 1d4+4 (18-20)

Map7


The Asmodean hefts his massive greatsword and brings it down at Ty.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14

The sword smashes into his armour (and nearly through it), knocking the breath out of him. Ty can tell that, without the thin layer of metal, he would be in two pieces right now.

Daniel blinks away tears from the smoke as he too enters the room and fires an arrow at the Asmdoean.

Daniel arrow: 1d20 + 8 + 1 + 3 ⇒ (4) + 8 + 1 + 3 = 16 The arrow ricochets off his plate armour.

Sparky advances and swings a flaming fist at the Asmodean, cackling and crackling in glee.
Slam: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Asmodean Reflex save: 1d20 + 2 ⇒ (6) + 2 = 8

The punch connects with the Asmodean's skeletal face, and the undead priest catches fire!

?: 1d3 ⇒ 1

The flames on the carpet begin to spread, moving towards Rhylellia. It would have inflicted 1 point of fire damage, if she weren't a tiefling.

At the moment, there are no vision problems within 10 feet. Beyond 10 feet, subjects have partial concealment (20% miss chance).

I just went to check on fire resistance for her, and noticed for the first time that she's a tiefling! For some reason, I had it in my head that she was a wayang all this time, which is why I keep putting her icon on the map as the same size as Sir Rollynd!


Max HP: 22; Current HP: 14

Sir Rollynd moves up and takes a swing with his sword.

Attack: 1d20 + 8 + 3 ⇒ (14) + 8 + 3 = 25
Damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12

His sword finds the same chink Thanephos' arrow did, and rattles the skeleton even more.

Map 8

PCs are up!


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Thanephos steps closer and fires again, doing his best to shoot through the smoke,
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Concealment: 81+ misses: 1d100 ⇒ 18


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Shrugging his armor back into place, Ty swings his hammer at the Asmodean, again.

Warhammer: 1d20 + 4 + 1 + 2 ⇒ (19) + 4 + 1 + 2 = 26
Damage: 1d8 + 3 + 1d6 + 1 ⇒ (3) + 3 + (5) + 1 = 12

Ty's strike finds something on the Asmodean's decaying body that still works.


F

I give up on the charging. Please move me to C128.

Moving up to the Asmodean while ignoring the sting in her eyes from the smoke. Swinging her short sword.

Short sword: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Surprise Strike short sword: 1d20 + 7 ⇒ (2) + 7 = 9[ooc]never mind[/dice]


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Map 9


Female Tiefling Rouge 2/ Illusionist 1 ArchMage 2 HP 29/30, AC:15(19), T15(19), FF:12(16); Frt+2, Ref+7, Wil+3; Init+9, MAttk+5, CMB-1, CMD+12; Perc+6, Snk1d6, Srg 1d6 7/day

Map10
Moves away from the fire and decides to get rid of the fire in the middle of the room. Cast Drench on the square closest to the party in hopes it goes out. Reflex negates or how ever difficult the fire is going to be.


Rhylellia puts out the fire. Though the smoke still hangs in the air, it won't get any thicker.

Fire damage: 1d6 ⇒ 1 The Asmodean continues to burn. Now surrounded, he rears back his massive sword and brings it down on Alexis.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 3d6 + 13 ⇒ (6, 5, 3) + 13 = 27

Alexis finds her midriff opened and entrails peeking out, before everything goes dark and she drops to the floor.

The Asmodean cackles in delight and raises his sword, covered in Alexis' blood to threaten Ty.

Sparky attempts to retaliate.
Slam: 1d20 + 7 ⇒ (11) + 7 = 18 Clang off the armour.


Max HP: 22; Current HP: 14

Sir Rollynd also strikes at the skeletal champion, hitting bone.

Attack: 1d20 + 8 + 3 ⇒ (20) + 8 + 3 = 31
Confirm Attack: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6


Daniel unleashes an arrow through the smoke.

Miss chance >20 is hit: 1d100 ⇒ 78

Arrow: 1d20 + 8 + 1 + 3 ⇒ (17) + 8 + 1 + 3 = 29
Damage: 1d8 + 5 + 1 + 4 ⇒ (2) + 5 + 1 + 4 = 12

Map 10


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Thanephos cries out as Alexis drops to the floor, sending an arrow spinning through the smoke and slamming into the skeleton,
Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Crit Confirm+Surge: 1d20 + 1d6 + 9 ⇒ (7) + (6) + 9 = 22
Damage: 2d8 + 12 ⇒ (1, 7) + 12 = 20
Concealment >80: 1d100 ⇒ 21


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty growls in defiance at the threat of the Asmodean's attack and tries to get in a strike before he's attacked.

Warhammer: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
If that hits...
Damage: 1d8 + 3 + 1d6 + 1 ⇒ (6) + 3 + (3) + 1 = 13

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