GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I am too.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"When we return to town, I can take you somewhere that specializes in setting you up with those, just let me know."

Ready to go as well


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Suddenly Seventeen snaps closed the book she had been reading and abruptly announces, "It appears we must travel north. Jarreck it might be best to scout, allow me to render you invisible."

She casts Invisibility on Jarreck, down to 1 level 2 spell left. BTW I don't want to presume your actions although Seventeen has calculated it's the best strategy ;)


Current Map

Jarreck presses forward

Area M10
Thick pulsing sacks of flesh hang from the green, wrinkled walls of this disturbingly sweet-smelling chamber.

This chamber is empty except for several nausea inducing green sacs protruding from the walls...

Area M11

The light in the tunnel leading into this room is dim and Jarreck sees through the sagging sphincterlike door

The polished floor of this chamber is decorated with a complex symbol etched into the stone. The symbol has been stained an ochre hue and depicts an unnerving tangle of tentacle shapes. At the far end of the room sits a low platform of dark brown metal supporting a one-inch-thick pad of yellow glass.

Isuma notices the symbol and spits The Dominion's symbol for the Dark Tapestry, they worship the nothingness between stars. The sooner we destroy this hive, the better

Spellcraft DC30:
This symbol, and the yellow glass pad, are teleportation circle. It looks like it's triggered by a certain creature's touch....

Area M12

The air i n this fifty-foot-high chamber is searing hot and stinks of ozone. Roughly twenty-five feet wide, about seventy-five feet long, and narrowing briefly at the center, the walls of the room are plated with crocodilian hide. Two huge glowing pits dominate the center of the floor, the air above them rippling with heat and sizzling with short sparks of electrical discharge.
Perception: 1d20 + 16 ⇒ (1) + 16 = 17

Jarreck moves into this area carefully.... and notices nothing wrong

I'll let you guys react to all this before moving on...


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen glances at the symbols. Her databanks from the previous owner where contained copious encrypted files. They contained knowledge about such things but without the keys there was no way of accessing it. She paused for a split second while she processed this before asking Ishuma, "How big is the power core in this place?"
I'm hoping for some fireworks, after we kill the big bad.

Spellcraft: 1d20 + 21 ⇒ (17) + 21 = 38
A secondary routine finished it's analysis and spooled the results onto her HUD. She pointed to the glass pad, "A teleportation circle, likely keyed to the flayer we just killed. There's a 97.2312% probability that it leads to the heart of this infestation."

Meanwhile another autonomous routine was cross-referencing her databanks, hoping to find the encryption key for an entry labeled 'Yah-Thelgaad'.
Kn: Arcarna? Dungeoneering? What is a Yah-Thelgaad?: 1d20 ⇒ 19 +20 for arcarna +17 for Dungeoneering +2 more for star gazer.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"...wouldn't it be ironic, if we'd see and actual heart in that case."

Guaire tensions his bow's string, making sure it's still in good shape for another grim encounter.


Current Map

A Yah-Thelgaad is an ascended Neh-Thalggu Seven knows that much.... and given what she knows of the Neh-Thalggu, expect psychic themed magic.

Seven knows that the Flayer's hand won't work on this teleportation pad...


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen cautions the others, "This Yah-Thelgaad is a very very powerful brain collector. It will attempt to break our minds, we need to be prepared for that. Protection from evil if anyone has it will help."

All buffs first I suppose. Too bad we're running low on resources. Oh and re the pad I've no idea whose hand will work now.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I've 1 lvl 1 spell left. Tossed everything on abundant ammo.
Since that lasts 7 minutes for me, is it still active?
2 unused lvl 2 spells and 1 lvl 3 slot.
I admit, i've not chosen what they were, so if we have 15 mins, i could pray for some.

"I don't, but i can give a small boost to some of us' physical conditions."

Using the 2 lvl 2 spells for Bear endurance on Jarreck, and Cat's Grace on myself.
Lvl 3 will be a summon nature's ally 3.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Not much I can do to help in that area of expertise." When Seven mentions needing specific spells, "Any change you make me invisible and stay that way beyond the first attack?"

"Thanks, will need this I'm sure" the rogue tells Guaire as he bestows his own blessing

"How should we approach this thing?"


Current Map

My normal PBP preferences apply here. If you buff, please keep track and post your updated stats...or I might forget and use your non buffed stats. I'll push us along by Tuesday morning if no one else does..


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

There was a slight pause while Seventeen queried her databanks. "Maybe it will respond to one of us?" suggested Seventeen in her customary monotone, "Or maybe to the touch of something we have yet to encounter."

She pauses before adding, "Knowledge is power. It's risky, but perhaps I should ask something that might know whose hand operates this device and where it leads to." She pauses again suddenly as still as a statue while she runs a particularly complex simulation, aiming to calculate the probability of success and quantify the cost of failure.

She mutters strange words which sonorously echo, building up into a wall of chanting. Her eyes start to glow and she suddenly rises up to sit in the full lotus position, hanging in mid air! Her fingers move leaving trails of radiance that form into peculiar glyphs which surround her as if they where floating panes of stained glass. There is a sudden peal of thunder and the smell of ozone before her chanting abruptly stops.

Her whisper when it comes sounds impossibly loud, "Brigh. I have a question... Actually a few questions. One: Whose hand activates this teleportation device? Two: Does it lead to the Yah-Thelgaad? Three: Which elemental resistance should we use when fighting it? Four: It it possible for us to defeat it in our current state?"

Int check: 1d20 + 7 ⇒ (19) + 7 = 26
Seventeen is using her 1/week Contact other plane ability I'm not sure what level of deity Brigh is, or even if she's the best one to contact. Actually Desna would likely be the best but I doubt Seventeen would think of her. She has one more question, I'll wait to see what happens before asking.

Planned buffs before fighting the big bad:
Owl's Wisdom on Jarreck because +3 will will end badly (lasts 11 mins). She doesn't have any more of those sadly. She'll use her last scroll of Scroll of Resist Energy, Communal depending on what is discovered. She'll cast Shield on herself (11 mins too). Haste will wait for the actual combat, and that's it for buffs.


Current Map

The answers reverberate in Seven's mind

Yah-Thelgaad
No
Electricity
Perhaps


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen was surprised that the portal didn't lead to the Yah-Thelgaad, that meant it must be somewhere to the north. She process the responses before asking her final question, "Does it have a weaknesses we can exploit?"

Maybe we'll find out how to bypass any DR it might have, or something else entirely!


Current Map

sorry for the delay

Seven gets a mental image of the Yah-Thelgaad and her mind recoils at it's alien form!

Defenses:
Carapace (Ex) The spikes on a yah-thelgaad’s carapace make melee attacks against it hazardous. Any opponent attempting to attack a yah-thelgaad with a light weapon, unarmed strike, touch attack, or natural attack must succeed at a DC 22 Reflex save or take 1d6 points of bleed damage from these bristling barbs. Bleed damage from multiple failed Reflex saves does not stack. The save DC is Dexterity-based. DR 10/magic and adamantine; Immune disease, mind-affecting effects; Resist cold 10, fire 10; SR 25

Seven feels positive that the answers to these questions came from someone other than Brigh. Two tiny butterflies flap away and then disappear....


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Abruptly the ritual ends and Seventeen explains what she found and warns the others, "This Yah-Thelgaad is highly resistant to weapons, cold and fire damage. If you have enchanted adamantine, use it. It apparently has electrical spell attacks, from which I can partially ward you."

I can't remember do we have any adamantine weapons?


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I have an adamantine heavy flail. Jarreck's probably proficient with it, too. It's not magic however, so i don't know if it would work.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen has the magic weapon spell in her book. I guess she could swap something out for that.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck has a +1 keen adamantine dagger, with flank or surprise SA damage would apply, otherwise will likely take a bit to damage the creature and d20 rolls of 6 or better to avoid the creatures naturally pointed armor.

Jarreck listens to Sevens description of the Yah-Thelgaad, "Sometimes the best way to defend against a larger creature is to get under it, granted you do have to avoid getting trampled while you're at it."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

You'll take bleeding damage with that though. Maybe the flail is better?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

2H with both, seems like twice the SA per round would be a good thing, Jarreck likely doesn't want to spend much time in close proximity if he can help it.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

OK I think this conversation has petered out. Lets move on? I guess we must go north.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck takes the heavy flail from Guaire, taking a few test swings with it.

"oomph, definitely won't be using two weapons at the same time today, Seven can you enhance this any?" Jarreck ask, seeking to see if Seven has any trick left in her bag of tricks.

"I can't use this and my knife at the same time, do any of you want to take this as a just in case." He ask, holding up his +1 keen adamantine dagger

once everything is ready, Jarreck moves northward through the tunnels (M12, I believe)

stealth: 1d20 + 14 ⇒ (10) + 14 = 24
perception: 1d20 + 12 ⇒ (12) + 12 = 24 + 4 vs traps


Current Map

Jarreck heads north into the area of intense heat M12

[i]The air in this fifty-foot-high chamber is searing hot and stinks of ozone. Roughly twenty-five feet wide, about seventy-five feet long, and narrowing briefly at the center, the walls of the room are plated with crocodilian hide. Two huge glowing pits dominate the center of the floor, the air above them rippling with heat and sizzling with short sparks of electrical discharge. [/ooc]

Jarreck has a strange feeling that the pits aren't safe, so he looks around and spots a small ledge that can be traversed safely.

To traverse the room without...affects... you can climb along the small ledge which is a DC20 climb or acrobatics check. There is no other way to traverse safely except flying. (most of the creatures you have faced in this Hive have been able to fly)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Assuming Jarreck reports back.
"My resources are limited, I can not adjust the temporal flow in combat and make anyone fly today. The dominion are all able to fly and will take advantage of this in combat. My suggestion is we return to the Dusklight and return as soon as we are rested."

Sorry to slow things down but it seems foolish to press on ill prepared. It's not like the big bad has anywhere to go.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

True.

"A sensible choice, i agree. We've already used much of our resources."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen glances at Jarreck and Ishuma, "Do you concur?"

If they do Seventeen will start the return journey to the Dusklight.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

" that's fine with me, it's warm in there and the extra time will give me time to adjust a little to Guaure's mace"


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Ugh, i noticed my Wis score is 1 short of being able to cast my 1 lvl 3 spell. Got to hit lvl 12 before i can do that.

Prepared spells for the next day:
Lvl 1 x3 (Abundant ammo x2, Gravity bow x1)
Lvl 2 x1 (sorting)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen know this: Carapace (Ex) The spikes on a yah-thelgaad’s carapace make melee attacks against it hazardous. Any opponent attempting to attack a yah-thelgaad with a light weapon, unarmed strike, touch attack, or natural attack must succeed at a DC 22 Reflex save or take 1d6 points of bleed damage from these bristling barbs. Bleed damage from multiple failed Reflex saves does not stack. The save DC is Dexterity-based. DR 10/magic and adamantine; Immune disease, mind-affecting effects; Resist cold 10, fire 10; SR 25


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I was deleting that comment just now. :P


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

What you need is a wisdom item for instant enemy ;)

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Seven in the interest of not killing of another of Guaure's pets do you have a summons that would play well with Jarreck? Perhaps the hound Archon, if he's going to play, and the only two weapons that will bypass the DR are subject to the spike's bleed damage. But seems like it could be worth the 50% chance of bleed to inflict the additional 4d6 SA damage and the dibilitating affect as well.


Current Map

Isuma says We have destroyed much of this hive. If we leave now, we risk the Yel-Thegaad fleeing. It will take what it can, and set up a new Hive.

Seven did you see my post about refreshing spell slots?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

@Jarreck I'm not sure what if anything to summon. None of the good will save monsters can bypass the things's DR. Animals with the celestial template pseudo smite can do enough damage to hurt it but I think they'll be a liability with their low will saves.

@Niles I thought it was either spells or arcane reservoir. If both that puts a different spin on things.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"<sigh> well can you make me invisible and I'll stay that way beyond the first attack. Oh and can that thing see me if I'm invisible?"

Niles, would Stoneskin be beneficial against this and would Petyr consider casting it on Jarreck


Current Map

@Jarreck It most certainly would, and Peytr could do that. @Seven No it was 11 spell slots for a full caster, half for a half caster, half arcane reservoir replenishment. Full HP regen. That's how we will do "short rests". It'll let us push on through these long dungeons without taking a bunch of "trips back to the Dusklight" moments.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

So lets have Seventeen spend 1 arcane reservoir (leaving her with 8) to swap detect radiation out for magic weapon so she can enchant that adamantine flail for Jarreck. We're going to need some fly & haste spells - so spend 9 pts on recovering 3x level 3 slots and probably some Owl's Wisdom to shore up dodgy will saves so 2 final points on a level 2 slot.

Jarreck wrote:
"<sigh> well can you make me invisible and I'll stay that way beyond the first attack. Oh and can that thing see me if I'm invisible?"

Seventeen remarks, "Possibly. Powerful entities often can." before pausing statue still for a moment while she consults her data-banks.

Kn: Planes with stargazer - can the Yah-Thelgaad detect invisibility?: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32

After looking this fact up she asks Peytr, "Can you do anything to shield our minds? Protection from evil and so on..."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
Quote:
probably some Owl's Wisdom to shore up dodgy will saves

who has dodgy Will saves :) rogues are kleptos, it a requirement

"You know you're just full of good news Seven, you're supposed to tell me, NOOO, it'll never see you coming" Jarreck says pulling on his beard and eyeing the corridor that leads back into the smelter.


Current Map

as a Druid Peytr doesn't have Prot. from Evil....

Peytr casts the following spells

Owl's Wisdom on Jarreck (+4 WIS)
Owl's Wisdom on Guaire (+4 WIS)
Stoneskin on Jarreck ( DR 10/Adamantine vs 120 total damage)
Barkskin on Jarreck (+5 Natural Armor)

Like normal, please keep track of these buffs and add them into your stats. Post your updated stats in spoilers in your posts during combat.

Seven knows that the Yah-Thelgaad is a powerful psychic creature and can "see" anything with its mind. True Seeing

I'll need either an Acrobatics or Climb check to move through the room

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

adjusted stats:

AC 23/13/19 hp:106/106 saves +9(Fort)/+11(Ref)/+7(Will)

acrobatics: 1d20 + 16 ⇒ (1) + 16 = 17
perception: 1d20 + 14 ⇒ (18) + 14 = 32
stealth: 1d20 + 16 ⇒ (14) + 16 = 30

adjustments: Bezerker's rage 24/24, Owl's Wisdom +4, Barkskin +5 natural armor, Stoneskin: 10/adamantine (120 HP remaining)

Melee Attack
+1 Adamantine Heavy Flail: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d10 + 7 ⇒ (10) + 7 = 17
+1 Adamantine Heavy Flail(iter): 1d20 + 8 ⇒ (12) + 8 = 20
damage(iter): 1d10 + 7 ⇒ (5) + 7 = 12

Melee Attack - Hasted
+1 Adamantine Heavy Flail: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d10 + 7 ⇒ (4) + 7 = 11
+1 Adamantine Heavy Flail(iter): 1d20 + 9 ⇒ (20) + 9 = 29
damage(iter): 1d10 + 7 ⇒ (2) + 7 = 9
+1 Adamantine Heavy Flail(haste): 1d20 + 14 ⇒ (15) + 14 = 29
damage(haste): 1d10 + 7 ⇒ (9) + 7 = 16

"Thank you" Jarreck says with a nod after Petyr lays several enchants on him. And again when Seven enchants his borrowed flail. "Guess there's no time like the present to get started."

acrobatics(DC20): 1d20 + 16 ⇒ (17) + 16 = 33
perception: 1d20 + 14 ⇒ (4) + 14 = 18
stealth: 1d20 + 16 ⇒ (20) + 16 = 36


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen's battle plan:
* Spend 1 arcane reservoir to swap Aqueous Orb out for Magic circle against evil and cast it (lasts ages).
* Cast fly on herself, Guaire and Ishuma (if she needs it).
* Cast Owl's Wisdom on Ishuma.
* Cast Shield on herself.
* Cast Resist energy, Communal (lightning).
She'll try to land a persistent slow on it, but SR is going to be a problem and she only has one shot.


Current Map

Jarreck passes through the strange field, and immediately recognizes the danger. One slip and he wouldn't plummet to a fiery death, instead he would rocket skyward and slam into the ceiling some 60' above. Then he would plummet to a fiery death.

Fortunately, Jarreck doesn't succumb to this fate, instead he nimbly crosses and realizes there's a semisafe path through the antigravity field. Flying creatures can take the path easily (no roll needed) and nonflyers can also take the path even though its slightly more dificult. (Acrobatics DC15)

Area M13

Swarms of tiny glowing creatures crawl and slither along the scaled walls of this large, humid cavern, providing eerie illumination of the natural rock columns that support the ceiling twenty feet above. The irregular floor of the cave is also covered with the scaly substance found on the walls, though it is the mottled color of a fresh bruise and frequently stirs in places with disturbing muscular motion.

Something silky and oily slips into your minds as you enter....

"Ah, nescient invaders, at last you enter my private sanctum. Unbeknownst to you, such is at my invitation. I have followed your progress here since you destroyed my servants in the town of Hajoth Hakados. You did your best to destroy that which you did not understand along the way. Perhaps you disapprove of our work here? Your objections surely flow from your ignorance, and oh, that sweet ignorance is vaster than the expanse of the Gaceedill Nebula itself. Tell me this, insignificant motes, before I free your brains from their bony prisons: do you think you will still oppose the a ll-consuming will of the ineffable void once all that you are becomes one with the Dominion of the Black?

Perception DC25:
The creature is cunningly cloaked by darkness....and there are 4 other creatures hidden near it.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I moved us in, I hope that's OK.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Seventeen raised one eyebrow before warning the others, "Don't reply."

Her combat routines had analyzed the situation and against something that could trivially see through illusions it was recommended to summon a mist to deny them easy line of sight. So with efficient clipped enunciation, Seventeen whispered a simple spell that caused a billowing cloud of fog to appear blocking much of the chamber.

Status:
HP: 31/51
Spell slots used: 1st: 6/6, 2nd: 4/6, 3rd: 4/6, 4th: 3/5, 5th: 4/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (9 hours), See Invisibility (1 hour), Magic circle Against Evil (1 hour), Shield (9 minutes), Electricity resistance 20 (9 minutes), Fly (9 minutes)
Resources used: Nanite Surge: 1/1, Consume Spells: 0/1, Arcane Reservoir: 9/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exhaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 2/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 3/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 1/1

Guaire Spells and Effects:

12 mins: Electricity resistance 20
11 mins: Fly
11 mins: Owl's Wisdom

JarreckSpells and Effects:

11 mins: Magic weapon


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Jarreck and Guaire I suggest pushing towards through the fog cloud and retreat back into it if you get focused.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Perception(DC25): 1d20 + 14 ⇒ (13) + 14 = 27

"It hides in the darkness and the are at least 4 others here." Jarreck says to the others.

Figuring the mist would be safer than staying in the open, Jarreck moves forward

Stealth: 1d20 + 16 ⇒ (16) + 16 = 32


Current Map

Specifics on the entities: 4 are invisible and Jarreck can hear them moving, 1 is just hidden in the near darkness of the cave. The light in the cave is barely that of starlight and so there are pretty sizable penalties to perception for vision. (So Guaire might have human eyesight based issues, everyone else sees in Darkvision or Infravision)

Jarreck braves the mist and everyone "hears" the same oily "voice"

Strive, resist, suffer. It will make your eventual subjugation that much sweeter. I will use your flesh to craft my Ugothokra's, your brains I will add to my pods so that you might scream for all eternity. Peons. Insignificant dust. You will know suffering.

Initiative:

Guaire: 1d20 + 3 ⇒ (16) + 3 = 19
Seven.Teen: 1d20 + 3 ⇒ (1) + 3 = 4
Peytr: 1d20 + 0 ⇒ (13) + 0 = 13
Jarreck: 1d20 + 2 ⇒ (9) + 2 = 11
Isuma: 1d20 + 6 ⇒ (5) + 6 = 11
Neh-Thalggu: 1d20 + 7 ⇒ (7) + 7 = 14
Dweller in Dark Places: 1d20 + 8 ⇒ (7) + 8 = 15

Round 1
Guaire
Dweller in Dark Places
Neh-Thalggu
Peytr
Isuma
Jarreck
Seven

Models are placed, Guaire is up. It's an area of dim light. So everything has a 20% miss chance to Guaire (he can't actually see anything at the moment.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire enters the mist as well, his bird following him.


Current Map

Round 1
Guaire enters the mist as well, his bird following him.
Dweller in Dark Places moves around, a spell is cast.
Neh-Thalggu appear suddently next to Guaire and Jarreck in the mist. The hideous creatures attack with segmented claws!Claw vs Jarreck: 1d20 + 13 ⇒ (12) + 13 = 25Low=Bad: 1d100 ⇒ 33 Claw vs Guaire: 1d20 + 13 ⇒ (5) + 13 = 18 one claw scores a small hit on Jarreck Claw: 1d6 + 7 - 10 ⇒ (3) + 7 - 10 = 0 but Jarreck's stoneskin protects him.
Peytr raises his staff and readies an action...
Isuma raises her Cryo Rifle and readies an action....
Jarreck
Seven

Round 2
Guaire
Dweller in Dark Places
Neh-Thalggu
Peytr
Isuma
Jarreck
Seven

Inside the mist everyone has 20% miss chance. Guaire is suffering from vision issues also with it being dim light. Everyone is up.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck hauls off and begins swinging at the creature that attacked him
Full attack
+1 Adamantine Heavy mace: 1d20 + 13 ⇒ (4) + 13 = 17
miss percentage: 1d100 ⇒ 65
damage: 1d10 + 7 ⇒ (4) + 7 = 11
+1 Adamantine Heavy mace: 1d20 + 8 ⇒ (18) + 8 = 26
miss percentage: 1d100 ⇒ 21 Ooh that was close
damage: 1d10 + 7 ⇒ (2) + 7 = 9

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