GM Niles Iron Gods |
Jarreck shakes off the effects of the Hold Person spell
Mort holds/readies a (SC) Glitterdust spell
Round 3
Seven casts Resist Energy Electricity on everyone.
Isuma raises her Zero Rifle and unloads on the visible Creature.
Rapid SemiAuto1: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 hit 2d6 + 10 ⇒ (3, 5) + 10 = 18
Rapid SemiAuto2: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 hit 2d6 + 10 ⇒ (4, 2) + 10 = 16
Rapid SemiAuto3: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 hit 2d6 + 10 ⇒ (4, 4) + 10 = 18
Rapid SemiAuto4: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Rapid SemiAutoHaste: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Confirm?: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 nope
The Brain Collector screeches in pain as the bolts of supercooled plasma blast into it.
Guaire moves
Brain Collector Patrol
1 lurches forward, filling up the tunnel and biting at Mort
Bite: 1d20 + 13 ⇒ (17) + 13 = 30 hitting the Druid for 1d8 + 7 ⇒ (4) + 7 = 11 and FortDC21: 1d20 + 10 ⇒ (13) + 10 = 23 Mort resists the brain collector venom.
2 casts a spell and Hold PersonDC16Mort: 1d20 + 12 ⇒ (10) + 12 = 22
3 casts a spell and Hold PersonDC16Isuma: 1d20 + 5 ⇒ (9) + 5 = 14 Isuma is held by the bonds of magic.
Jarreck
Mort
Round 4
Seven
Isuma [held DC16]
Guaire
Brain Collector Patrol
Jarreck
Mort
Good guys are up
Guaire |
Guaire takes aim at the nearby spider brain thing, which is what they look like to him, and unleashes a series of arrows
Cluster shot.
Shot #1, rapid, haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (18) + 17 + 1 - 2 = 34 Dmg, manyshot: 2d8 + 6 ⇒ (4, 8) + 6 = 18
Shot #2, rapid, haste, PBS: 1d20 + 12 + 1 - 2 ⇒ (15) + 12 + 1 - 2 = 26 1d8 + 3 ⇒ (3) + 3 = 6
Shot #3 from rapid, haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (17) + 17 + 1 - 2 = 33 1d8 + 3 ⇒ (5) + 3 = 8
Shot #4 from haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (18) + 17 + 1 - 2 = 34 1d8 + 3 ⇒ (5) + 3 = 8
Mortimer 'Mort' Burrwaddle |
Two questions GM, do these things fly? And I assume casting Hold Person didn't make them appear again? Rats...
Seven.teen |
If it's regular not improved invisibility they should now be visible.
Kn:Dungeoneering to know if they fly: 1d20 + 16 ⇒ (4) + 16 = 20
Seventeen's combat routines study the situation for eleven and a half milliseconds before coming up with a recommendation. Attack the surroundings rather than the lumbering horrors themselves. Seventeen whispers words of power and suddenly there is a dull red flash as the surface of the cave suddenly melts and cools in a flow of rapidly cooling volcanic glass, which threatens to trap the crab like Neh-Thalggu!
[dice=Damage from Obsidian flow]5d6[/dice] 1/5 level 4 spells cast. DC23 reflex to avoid the damage. She's using 1 arcane reservoir pt to boost the DC. If they fail the save they're entangled ;) The whole area becomes difficult terrain too.
Mortimer 'Mort' Burrwaddle |
So, did my Shadow Conjured Glitterust take any effect? Or do I need to still roll a concentration check?
Seven.teen |
I hope Sevens spell wasn't wasted :<
GM Niles Iron Gods |
Mort you never ended up casting the spell. @Seven they only fly when traveling over a distance. They were all on the ground at the start of battle....so it'll have at least one round of usefulness.
Waiting on Jarreck and Mort
Jarreck Lightfoot |
Sorry Niles for some reason still though we were on Round 2 with Jarreck in a holding pattern, missed you last post
Shaking his head to remove the cobwebs that suddenly felt they were clogging it up, Jarreck takes aim at the creature once more, snapping off two more shots.
aiming at lead creature #1
+1 sonic pistol: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
+1 sonic pistol: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Mortimer 'Mort' Burrwaddle |
Mort's stats: Strength 10, Dex 18, NA +4: AC 20, FF 16, Touch 16
Mort tries to cast a Spihon Might spell defensively on the aberration in front of him.
Concentration check vs DC 21: 1d20 + 10 + 5 ⇒ (20) + 10 + 5 = 35
Siphoned Might: 1d6 + 5 ⇒ (4) + 5 = 9 Fort Save DC 20 to half the drain.
If succesfull, Mort gains 9 Strength and he loses 9 strength
Then he takes a 5-foot flight backwards. I do have a flight speed and skill to probably pass any skill check required to do so.
GM Niles Iron Gods |
Jarreck fires his Sonic Pistols into the Neh-Thalggu
Mort casts his spell Fort: 1d20 + 9 ⇒ (11) + 9 = 20 Mort gets stronger while his opponent gets weaker.
Round 4
Seven casts her spell, causing the floor to become lava...literally...Reflex: 3d20 ⇒ (9, 19, 1) = 29 +6 two of the Brain Collectors chitter in pain and then take flight to avoid the burning floor.
Isuma [held DC16] Will: 1d20 + 5 ⇒ (6) + 5 = 11
Guaire sends four arrows center mass into the Neh-Thalggu threatening Mort. It slumps forward...dead.
Brain Collector Patrol
2 casts a spell and motes of light streak forward to slam into Mort Magic Missile: 4d4 + 4 ⇒ (1, 3, 1, 4) + 4 = 13
3 casts a spell and motes of light streak forward to slam into Mort Magic Missile: 4d4 + 4 ⇒ (1, 1, 1, 3) + 4 = 10
Jarreck
Mort
Round 5
Seven
Isuma [held DC16]
Guaire
Brain Collector Patrol
Jarreck
Mort
Good guys are up
Jarreck Lightfoot |
Round 4
Jarreck steps to the side drawing the other pistol while seeking the shadows to compose his next shot.
Stealth: 1d20 + 16 ⇒ (6) + 16 = 22
Seven.teen |
Seventeen notes the continued incapacity of Isuma and decides this can't be allowed to continue. She moves a short distance out of the Neh-Thalggu's line of sight and incongruously starts reading her folio...
She's using quick study to swap Heroism for Dispel Magic. 2/13 Arcane Reservoir used.
Mortimer 'Mort' Burrwaddle |
Mort casts a spell on the closest creature in retaliation to the magic missiles fired at him.
Ranged Touch: 1d20 + 12 ⇒ (8) + 12 = 20 Negative levels: 1d4 ⇒ 4
If a hit, -4 to almost every roll except damage and -20 current and total hp
Guaire |
Guaire grins as the first thing goes down, then switching his aim at #2.
Shot #1, rapid, haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (19) + 17 + 1 - 2 = 35 Dmg, manyshot: 2d8 + 6 ⇒ (4, 1) + 6 = 11
Shot #2, rapid, haste, PBS: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21 Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Shot #3 from rapid, haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (3) + 17 + 1 - 2 = 19 Dmg: 1d8 + 3 ⇒ (4) + 3 = 7
Shot #4 from haste, PBS: 1d20 + 17 + 1 - 2 ⇒ (8) + 17 + 1 - 2 = 24 Dmg: 1d8 + 3 ⇒ (1) + 3 = 4
GM Niles Iron Gods |
Jarreck steps to the side drawing the other pistol while seeking the shadows to compose his next shot. The Neh-Thalggus don't seem to be fooled. (Jarreck for a DC I take their Perception bonus +10...its 27)
Mort sends an enervation spell at the nearest Neh-Thalggu SR: 1d20 + 10 ⇒ (16) + 10 = 26 The creature seems to wither on the spot.
Round 5
Seven steps away and swaps a spell.
Isuma [held DC16] Will Save: 1d20 + 5 ⇒ (5) + 5 = 10 remains firmly held in place.
Guaire sends several arrows into the nearby Brain Collector.
Brain Collector Patrol
1 continues sending bolts of Magic into Mort 4d4 + 4 ⇒ (2, 2, 3, 3) + 4 = 14
2 continues sending bolts of Magic into Mort 4d4 + 4 ⇒ (2, 1, 2, 4) + 4 = 13
Jarreck
Mort
Round 6
Seven
Isuma [held DC16]
Guaire
Brain Collector Patrol
Jarreck
Mort
Good guys are up. Sorry for the wait.
Jarreck Lightfoot |
Jarreck steps back out and lays into the closest of the Brain Collecter patrol "Isuma shake it off!"
All attacks are ranged touch
+1 sonic pistol-main: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
+1 sonic pistol(main-iter): 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
+1 sonic pistol - off: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
+1 sonic pistol(off-iter): 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Seven.teen |
Seventeen points at Isuma and whisperer a word of power, "Nullatum!" and a sudden sparkling radiance that was every color and none shone around her.
[dice=Dispel Magic on Isuma to counter hold person]1d20+10[/dice] 2/6 level 3 spells cast.
Guaire |
And more Arrow peppering...
Shot #1, rapid, haste: 1d20 + 16 + 1 - 2 ⇒ (2) + 16 + 1 - 2 = 17 Dmg, manyshot: 2d8 + 6 ⇒ (8, 1) + 6 = 15
Shot #2, rapid, haste: 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 Dmg: 1d8 + 3 ⇒ (5) + 3 = 8
Shot #3 from rapid, haste: 1d20 + 16 + 1 - 2 ⇒ (7) + 16 + 1 - 2 = 22 Dmg: 1d8 + 3 ⇒ (3) + 3 = 6
Shot #4 from haste: 1d20 + 16 + 1 - 2 ⇒ (14) + 16 + 1 - 2 = 29 Dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Mortimer 'Mort' Burrwaddle |
Mort begins casting another enervation targeted at the other creature, the farthest one away.
Ranged Touch, Enervation: 1d20 + 12 ⇒ (14) + 12 = 26
Negative Eergy levels: 1d4 ⇒ 1
SR: 1d20 + 10 ⇒ (3) + 10 = 13
After that, Mort hastily flies away out of sight.
GM Niles Iron Gods |
Jarreck fires at the nearest Brain Collector, striking once.
Mort fires an enervation that fizzles out before it strikes the magically resistant creature. He then hightails it out of there.
Round 6
Seven dispels Isuma's magical bondage.
Isuma comes free and immediately raises her rifle to extract sweet revenge
Rapid SemiAuto1: 1d20 + 6 ⇒ (19) + 6 = 25 hit 2d6 + 10 ⇒ (4, 3) + 10 = 17
Rapid SemiAuto2: 1d20 + 6 ⇒ (8) + 6 = 14
Rapid SemiAuto3: 1d20 + 6 ⇒ (11) + 6 = 17 hit 2d6 + 10 ⇒ (2, 1) + 10 = 13
Rapid SemiAuto4: 1d20 + 1 ⇒ (6) + 1 = 7
Rapid SemiAuto Haste: 1d20 + 6 ⇒ (11) + 6 = 17 hit 2d6 + 10 ⇒ (6, 6) + 10 = 22
Now her battery is depleted. She snarls a curse in a language you don't recognize. (That entanglement made that one's touch ac 17 vs 19...)
Guaire hits twice
Brain Collector Patrol
1 casts a spell (Invisibility) disappears and moves.
2 casts a spell (Invisibility) disappears and moves.
Jarreck
Mort
Round 7
Seven
Isuma
Guaire
Brain Collector Patrol
Jarreck
Mort
Good guys are up
Seven.teen |
Seventeen whispers a harsh word and suddenly Jarreck vanished! She whispered to him, "Try and find Petyr and pull him out, we'll deal with them." Seventeen casts Invisibility on Jarreck 2/6 level 2 spells used.
Jarreck Lightfoot |
will do Jarreck say simply while thinking hope these things don't see the invisible
Moving deeper into the cavern Jarreck moves slowly trying to hear the invisible collectors before they hear him.
stealth: 1d20 + 16 + 20 ⇒ (7) + 16 + 20 = 43
perception: 1d20 + 15 ⇒ (18) + 15 = 33
Seven.teen |
Seventeen unfurls a delicate scroll from her case, and whispers the final phrase of the magic locked within. Suddenly her already acute eyesight grows infinitely better as special subroutines analyze the raw sensory date. The position of the hiding brain collectors was revealed to her! She casts see invisible from a scroll. It has CL 9 so lasts a while/
GM Niles Iron Gods |
Jarreck holds for Seven
Mort readies a spell
Round 7
Seven casts invisibility on Jarreck
Jarreck creeps forward, he hears movement. (I indicated the areas on the map)
Isuma replaces the battery in her Zero Rifle. She scans the area.
Guaire moves and looks in the cave. It looks like a cave. Petyr lay on the ground, unmoving. His breath is ragged.
Brain Collector Patrol
1 casts a spell and moves again.
2 casts a spell and moves again.
Jarreck
Mort
Round 8
Seven
Isuma
Guaire
Brain Collector Patrol
Jarreck
Mort
Jarreck Lightfoot |
Still unsure if he can be seen by the many-eyed patrol, Jarreck has no choice if thy want to ask Petyr anything later. Moving forward he pulls his cloak around Petyr's body as he picks the strange fellow up.
stealth+Silent Hunter: 1d20 + 16 + 20 - 5 + 5 ⇒ (4) + 16 + 20 - 5 + 5 = 40
Str(Pickup Petyr): 1d20 + 2 ⇒ (7) + 2 = 9
SoH(cover Petyr with corner of cloak): 1d20 + 9 ⇒ (14) + 9 = 23
If he is able to pickup Petyr
stealth+Silent Hunter: 1d20 + 16 + 20 - 5 + 5 ⇒ (1) + 16 + 20 - 5 + 5 = 37
Niles that's probably 2 rounds worth of movement since I don't think Jarreck can pick him up and keep moving, if he can Jarreck's movement speed is 40'so he could pick him up and return to the same location distance wise.
Seven.teen |
I guess using see invisible is her round 8 action then.
GM Niles Iron Gods |
Jarreck moves forward in the difficult terrain as quickly as he can, he lifts on Peytr's limp form and begins slowly slogging his way back through the difficult terrain.
Mort holds
Round 8
Seven casts see invisible and the two Brain Collectors become immediately visible to her. She notices their eyes are following the floating form of Peytr.
Isuma holds.
Guaire holds?
Brain Collector Patrol
1 unleashes a barrage of Magic Missiles into Peytr's body 4d4 + 4 ⇒ (1, 2, 1, 2) + 4 = 10
2 unleashes a barrage of Magic Missiles into Peytr's body 4d4 + 4 ⇒ (2, 3, 3, 2) + 4 = 14
Peytr is very dead now. Both Brain Collectors are visible. Jarreck notices that a Brain Collector is blocking his exit.
Guaire can act now
Isuma lays into a Brain Collector
Rapid SemiAuto1: 1d20 + 6 ⇒ (9) + 6 = 15
Rapid SemiAuto2: 1d20 + 6 ⇒ (6) + 6 = 12
Rapid SemiAuto3: 1d20 + 6 ⇒ (7) + 6 = 13
Rapid SemiAuto4: 1d20 + 1 ⇒ (8) + 1 = 9
Rapid SemiAutoHaste: 1d20 + 6 ⇒ (5) + 6 = 11
Unfortunately she misses completely...wow.
Mort needs to roll attacks and SR if hes gonna ready an action 1d20 + 12 ⇒ (2) + 12 = 14 SR: 1d20 + 10 ⇒ (13) + 10 = 23 His enervation misses.
Jarreck
Mort
Round 9
Seven
Isuma
Guaire
Brain Collector Patrol
Jarreck
Mort
Good guys are up. Guaire gets 1 standard action plus a FR action.
Guaire |
Guaire shoots an Arrow at #3.
PBS, haste: 1d20 + 16 + 1 + 1 ⇒ (13) + 16 + 1 + 1 = 31 Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
New round, clustershot.
Shot #1, PBS, rapid, haste: 1d20 + 16 + 1 + 1 - 2 ⇒ (15) + 16 + 1 + 1 - 2 = 31 Dmg, manyshot, PBS: 2d8 + 6 + 2 ⇒ (4, 8) + 6 + 2 = 20
Shot #2, PBS, rapid, haste: 1d20 + 11 + 1 + 1 - 2 ⇒ (1) + 11 + 1 + 1 - 2 = 12 Dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Shot #3, PBS, rapid, haste: 1d20 + 16 + 1 + 1 - 2 ⇒ (16) + 16 + 1 + 1 - 2 = 32 Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Shot #4 from hasted, PBS, rapid, haste: 1d20 + 16 + 1 + 1 - 2 ⇒ (19) + 16 + 1 + 1 - 2 = 35 Dmg: 1d8 + 3 ⇒ (4) + 3 = 7
Mortimer 'Mort' Burrwaddle |
Mort moves and throws a snowball at the Brain Collector in sight.
Ranged Touch: 1d20 + 12 ⇒ (1) + 12 = 135d6 ⇒ (2, 2, 1, 2, 1) = 8
Fort Save DC 16 or he is staggered.
Ouch, automatic miss
Seven.teen |
Seventeen brushes behind Mort and whispers a spell, suddenly another cloud of sticky golden particles appears, covering the southern brain collector.
She casts Glitterdust with 1 arcane reservoir pt to boost the DC. Will DC 22 to negate blindness. 2/6 level 2 spells cast, 3/13 Arcane Reservoir used.
Jarreck Lightfoot |
Niles, I'll take it Jarreck was not able to cover Petyr's body with his cloak to hide the body.
Sighing as Petyr's body is pummeled once again with magic from the creatures, Jarreck let's him slip from his grasp. And moves towards the wall drawing both pistols once again.
Stealth: 1d20 + 16 + 20 ⇒ (20) + 16 + 20 = 56
GM Niles Iron Gods |
Jarreck drops Petyr's dead weight and moves to the wall
Mort fires a snowball but misses.
Round 9
Seven glitterdusts a Brain Collector Will: 1d20 + 11 ⇒ (14) + 11 = 25 preventing it from becoming invisible, but not blinding it.
Isuma reaims and fires
Rapid Deadly 1: 1d20 + 11 ⇒ (15) + 11 = 26 2d6 + 10 ⇒ (3, 1) + 10 = 14
Rapid Deadly 2: 1d20 + 11 ⇒ (11) + 11 = 22 2d6 + 10 ⇒ (4, 5) + 10 = 19
Rapid Deadly 3: 1d20 + 6 ⇒ (8) + 6 = 14
Rapid Deadly Haste: 1d20 + 11 ⇒ (7) + 11 = 18 2d6 + 10 ⇒ (2, 5) + 10 = 17
The glittered Brain Collector falls to the ground, dead.
Guaire sends many arrows into the remaining Brain Collector. It looks very wounded.
Brain Collector Patrol screeches mentally Do not slay me! I will tell you what you want to know! I will be your slave! it casts a spell and turns invisible. Jarreck hears it moving around in the cavern.
Jarreck
Mort
Round 10
Seven
Isuma
Guaire
Brain Collector Patrol
Jarreck
Mort
You guys are up.
Seven.teen |
Whispering spiky words, Seventeen calmly walks near to the cloaked brain collector and gently throws a pair spiky balls. They accelerate tremendously before impacting it with terrible force. She remarks mildly, "The only Dominion agent you can trust is a dead Dominion agent."
Ranged touch, haste: 1d20 + 5 + 3 + 1 ⇒ (17) + 5 + 3 + 1 = 26 She casts battering blast 3/6 lvl 3 spells used.
SR check: 1d20 + 10 ⇒ (13) + 10 = 23
Force Damage: 10d6 ⇒ (3, 6, 1, 2, 3, 4, 2, 2, 4, 5) = 32
Bullrush (caster level, two blasts, into bonus): 1d20 + 10 + 10 + 7 ⇒ (9) + 10 + 10 + 7 = 36
GM Niles Iron Gods |
Seven's spell splatters the creature against the wall and it's brain canisters burst open. It crumples, dead.
Combat Over.
Seven.teen |
"Mort is there anything you can do for Petyr?" asks Seventeen who seems intent on searching the place.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Mortimer 'Mort' Burrwaddle |
Mort walks over to Petyr's body and examines him.
"Yes I can. I could offer him the same as I've offered those android beings wanting to be more human. I could bring him back, in a way, his mind would be intact, his body would change though. I would need the right oils and ointments to perform that ritual. Alas I've forgotten to purchase any of that the last time we've visited a town. It may be best if I purchase at least twice the portion, you know just in case..."
Seven.teen |
"Where would you find these oils Mort?" inquires Seventeen curious about the process.
Mortimer 'Mort' Burrwaddle |
Mort frowns a bit at Seven's question and then replies: "Mostly the kind of oils people get balmed with, scented oils for baptisement or ritualistic oils used in religious rituals. It is more about the cleansing of the body, spirit and soul. In this case cleansing the soul and spirit and reforming a new body."
Mort scratches his head. "I think that's about as clear as I can explain it."