GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren turns a shade greener and looks worriedly out the window.


Trapped in the Tower - Round 1

21 Saphren
21 Cypermages
17 Magnus
17 Blossom
11 REva
10 Samaritha
10 Akata
7 Trig

Magnus takes a defensive position ready for when the strange creatures inevitably break into the tower.

Behind him, Blossom backs up a few steps, up the stairs of the tower, standing ready to aid the dwarven warrior in his stand against the odd monsters.

Samaritha face grows pale with fear and she races to the door to makes sure it is locked and barred. "They have never attacked in this number before. They seem to be muliplying somehow, their numbers are growing.

The alien monsters are unnaturally silent as they move. Even with nearly two dozen of them clustered around the tower, no sound emanates from the vicious hunters. Instead they clamber over one another trying to get high enough to get in the windows of the keep. One successfully shatters the glass of ground floor window, and another smashes into the outer door which begins to sag a bit on its hinges.

Looks like Trig is up to end the round.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig starts casting Summon Monster II to bring some aid.


Trapped in the Tower - Round 1 - concluded

Seeing the overwhelming number of predators outside, Trig begins summoning some aid to try to even the odds.

End of Round 1


Trapped in the Tower - Round 2

21 Saphren
21 Cypermages
17 Magnus
17 Blossom
11 REva
10 Samaritha
10 Akata
7 Trig

Akata continue to slam against he doorway, and the scrabble of their claws on the outside of the stone tower is eerie as the only sound heard. The predators pile up, standing on top of each other literally, to try to reach higher, leaning against the tower.

Suddenly, the a tremor shakes the entire tower. Everyone inside struggles to retain their footing as the structure heaves and tosses.

DC 10 Acrobatics check or fall prone

The tremor only lasts for a few seconds, but after the shaking, the tower has a perceptible lean to the south, the direction of the cliff-side that falls down to the sea.

Go ahead with an overt actions for Round 2 after rolling Acrobatics check above.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10 lol. Sahpren makes the acrobatics check on the nose!

Rocking slightly with the movement of the building the rogue barely manages to keep his feet and moves to defend the window. Not sure upstairs is the safest place if we are having tremors. The top floor could break off and fall the sea. Attacking the creature that broke the glass he moves to stand in the breach. I hate being heroic. he says under his breath as he swings his weapon in a power attack.

Falch1on: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 172d4 + 9 ⇒ (3, 1) + 9 = 13


Trapped in the Tower - Round 2- continued

Swaying with the besieged tower, Saphren is able to hold his feet like a sailor riding out a gale. He turns and chops down another silent killer that tries to squeeze through the broken window.

One of the mages goes tumbling over, but the rest brace themselves in the top of the tower. Using coordinated tactics, they blast magic missiles out of the upper window down among the teeming mass of akata. One falls to their combined efforts.

Magnus, Blossom, and Reva for Round 2.

Cypermage 1 Acrobatics DC 10: 1d20 + 1 ⇒ (10) + 1 = 11
Cypermage 2 Acrobatics DC 10: 1d20 + 1 ⇒ (14) + 1 = 15
Cypermage 3 Acrobatics DC 10: 1d20 + 1 ⇒ (2) + 1 = 3
Cypermage 4 Acrobatics DC 10: 1d20 + 1 ⇒ (16) + 1 = 17


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Swift action to change judgement to +2 AC. AC is now 22.

Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13

Reva manages to keep her footing as she blesses herself and prepares for the worst. She quickly moves to slash at an intruding creature.

Attack: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Crit: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Damage: 1d8 + 3 ⇒ (1) + 3 = 4

"We need to do something or we're going into the ocean!"

Using the buckler for +1 to AC. AC is 21.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10 Whew, just made it.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Acrobatics: 1d20 - 6 ⇒ (1) - 6 = -5

The tremor upends the top-heavy dwarf, sending him sprawling, flailing on his back like some upended tortoise. Not one to be outdone, Magnus downs his potion of enlarge, ready to beat the creatures back as they breach the door.


Trapped in the Tower - Round 2 - continued

Magnus, hardly able to move in his heavy armored shell, gets rocked by the tremor shaking the tower, and ends up on his back. While down, the prone dwarf removes his growth potion and downs it, easily triping in size and girth.

Still no Blossom I guess, soon I will have to assume she has abandoned us...

Blossom also gets shaken to the ground by the earthquake. She falls down the stairs a small piece but gracefully rises to her feet at the end, almost as if she meant to do that.

Reva is able to brace herself against an archway and hold her position. She defends one of the broken windows, slashing at the vulpine predator. Her divine judgement slips to protection, but her stroke is will placed, killing the akata outside the window as another rushes forward to fill the gap.

Samaritha casts a spell and her entire form becomes wrapped in a sheen of blue energy that helps ward her. Casts Mage Armor

Two akata try to squeeze through the narrow windows attacking Reva and Saphren as they come. Neither of the creatures can get off much of an attack. Their brethren continue the silent assault, ramming the tower door so hard that it starts to develop a fracture line slowly growing from the top left.

Trig will be up now to finish the round

Blossom DC 10 ACrobatics: 1d20 - 1 ⇒ (7) - 1 = 6
Samaritha DC 10 ACrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
Akata 1 bite, squeezing: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
Akata 2 bite, squeezing: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9


Just a bump that we are waiting for Trig (I know i am fine one to talk)....Also hoping to hear from Blossom sometime. I am afraid we have lost her player from the game.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I fear you are right. I'd love to pick up the pace some on this game. Any way we can change posting to speed up combat?


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Sorry, will post later today.

-Posted with Wayfinder


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Yeah, we're a month without a post from Blossom. :(


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Sorry about that, I thought I had posted already but clearly I didn't.

Trig completes her spell and a creature of solid rock rises from the earth, smashing at the creatures with abandon.

attack, flanking, power attack: 1d20 + 8 + 2 - 1 ⇒ (14) + 8 + 2 - 1 = 23

damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14

attacking the one in front of Saphren.

Trig casts Grease, making the ground underneath the four creatures just outside the window slippery.

Grease:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save (DC 17) or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Small Earth Elemental, Augmented:

Small Earth Elemental
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +4, Ref –1, Will +3
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery

STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Forgot to include earth mastery in that attack and damage roll. Should be 24 and 15, respectively.

-Posted with Wayfinder


Trapped in the Tower - Round 2 - concluded

Trig's magical skill with the earth is on full display as she completes her summoning to bring forth a mighty earth elemental that mashes one of the attacking creatures into paste. Then the gnomish sorcererss flings a spell onto the ground in front of the attacking creatures and they begin to slip and slide. One of the four affected remains upright, but the rest stumble, slip and fall.

End of Round 2

Akata 1 DC 17 Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
Akata 2 DC 17 Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Akata 3 DC 17 Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Akata 4 DC 17 Reflex: 1d20 + 2 ⇒ (7) + 2 = 9


Trapped in the Tower - Round 3

21 Saphren
21 Cypermages
17 Magnus
17 Blossom
11 REva
10 Samaritha
10 Akata
7 Trig

As the swarming akata continue to slam their weight against the side of the already unstable tower, a second tremor shakes the tower. It is apparent this tremor is much more significant as the tower sags to the southwest and a terrible noise like endless thunder seems to grow louder by the moment.

Everyone inside the tower must make a DC 15 Acrobatics this round or fall prone from the earth shake. Round begins with everyone but Trig up.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19

As the tower is rocked, Reva flings herself onto the side of the wall, springing back off nimbly and landing on her feet. The normally calm and collected inquisitor looks around with increasing panic as the cacaphony grows.

"If anybody has a clever idea about what to do I'd love to hear it right about now!"

Attack: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Twisting her lithe body, Reva swings out as hard as she can at an akata before snapping back into a defensive stance, using her little buckler to get space and ward off hits.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Acrobatics: 1d20 - 6 ⇒ (7) - 6 = 1

"We cannot be stayingk here. I vill try to draw them off." the Dwarf grunts, thundering toward the door after picking himself up, having to squeeze himself through the doorways with his newly enlarged form.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Saphren maintains his feat again but he begins to worry about their location. This entire tower with us inside could go over the edge. Lets get everyone out! His words inspire him and he follows up with an attack through the window at the long creature standing.

Falchion: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 242d4 + 9 ⇒ (2, 1) + 9 = 12


Trapped in the Tower - Round 3 - continued

Despite the grinding noise and the dizzying tilt of the tower, Saphren stays at the broken window, fending off another akata.

A pair of cyphermages go tumbling when the tower shifts. The other two start descending the staircase. "We can't go out there either!" one calls. "They will rip us to shreds! There are too many of them."

Magnus falls, and then has to move to the locked and barred exit door on unsteady legs.

Blossom helps the fallen mages get to their feet.

Reva's lashing out at one of the dog-creatures gives it a wound, but does not slay one.

Samaritha sighs. "Do not open the door! They will get inside, and then we are all lost. We'll have to ride it out."

The Akata attack back at Saphren, Reva, and the earth elemental. The creatures swarm at the windows, but none can clamp down on the brave defenders. The earth elemental manages to also avoid a bite.

Trig (and her elemental) are up again.

Cyphermage 1 DC 15 Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Cyphermage 2 DC 15 Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Cyphermage 3 DC 15 Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Cyphermage 4 DC 15 Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
Akata vs Saphren: 1d20 + 2 ⇒ (13) + 2 = 15
Akata vs Reva: 1d20 + 2 ⇒ (1) + 2 = 3
Akata vs EE: 1d20 + 2 ⇒ (6) + 2 = 8


Trapped in the Tower - Round 3 - concluded

Trig watches in dismay as her elemental smashes another akata outside of the crumbling tower. She is able to stabilize herself in a doorway to keep from falling as the tower bucks and heaves. She sends a tremor out to another akata, sending it sprawling to the ground.

End of Round 3

Earth Elemental slam: 1d20 + 8 ⇒ (6) + 8 = 14
dmg: 1d6 + 10 ⇒ (4) + 10 = 14
Trig Acrobatics DC 15: 1d20 + 2 ⇒ (19) + 2 = 21
Tremor, trip: 1d20 + 9 ⇒ (19) + 9 = 28


Trapped in the Tower - Round 4

21 Saphren
21 Cypermages
17 Magnus
17 Blossom
11 REva
10 Samaritha
10 Akata
7 Trig

Suddenly the base of the leaning tower gives way, and with a final loud CRACK the tower topples all the way over on its side.

Everyone in the tower must make a DC 10 Reflex or take 1d6 damage as the tower falls.

Now laying sprawled on what used to be the western wall, the PC's are just recovering when the cylindrical tower starts to roll down the steep slope toward the waters of the lagoon below. Akata clinging to the sides of the fallen tower silently scramble for purchase -- some tumble away to join the rocks and dirt on a fall to the sea below, while others are crushed under the weight of the rolling tower.

As the tower rolls, large and small cracks begin developing in the sides of the masonry.

The tower will roll for 3 rounds. Each round, I will roll a random event that occurs for each player, then you can react with one of three actions: Brace, Ride, or Escape. You can probably tell a skill check will be associated with any of the choices, and may be modified by the random event. Let's try it and see what happens. Saphren is up first.

Saphren Random event: 1d20 ⇒ 12

As Saphren tumbles around the rolling tower, a small crack in the masonry appears next to him. On the upward revolution, he may attempt to Escape from that crack.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Sorry, I guess the post I thought I made didn't actually get posted. My fault.

-Posted with Wayfinder


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reflex: 1d20 + 4 ⇒ (11) + 4 = 15

"EEEEEEEEEE!"

Reva lets out a completely uncharacteristic shriek as she flies against the side of the tower. However, her reflexes allow her to roll out of the damage of the fall. She clings to the side of the tower, but is immediately knocked loose as the tavern starts to roll down the hill.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

reflex: 1d20 + 3 ⇒ (10) + 3 = 13

-Posted with Wayfinder


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Reflex: 1d20 + 9 ⇒ (18) + 9 = 27

Saphren manages to stay on his feet as the tower falls and then begins to roll. Suddenly a crack appears in an inconvenient place and he attempts to escape from it. Is that an escape artist roll?


Escaping the rolling tower through a small crack or window is a DC 15 Acrobatics check. That needs to be followed by a Reflex save to avoid being swept up in the ensuing landslide.

Trapped in the Tower - Round 4 - continued

As Saphren makes a leap for the fortunate crack, the cyphermages are thrown all over the inside of the tumbling tower, getting constantly knocked head over heels, becoming bruised and battered in the process.

Reva and Magnus up next.

REva Event: 1d20 ⇒ 20
Magnus Event: 1d20 ⇒ 3

During the tumbling tower, Reva finds herself next to a nearby solid beam, and may attempt to Brace (taking no damage from the rolling tower) with a DC 15 Climb check.

Magnus has smooth rolling, and has a 50% chance to find something to brace against.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Sorta feel bad about trying to leave everyone, but...

Having had enough of the tumbling tower the agile half orc sees his way out and dives for the crack. Everybody out of this death trap. he call, hoping that the rolling stone tube has crushed most of the enemies outside.

Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25

Reflex Save: 1d20 + 9 ⇒ (20) + 9 = 29


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva tries to take a moment to become still inside, whispering prayer to the goddess. The spinning tower slows before her, and she spies some modicum of stability. Snapping out of her trance as the world becomes chaos once more, she latches onto the side of the tower and then kicks off, barely snagging a beam which she clings to.

Climb: 1d20 + 7 ⇒ (8) + 7 = 15


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

"I TOLD YOU THIS VAS FOLLY! NOW LOOK VHAT HAS HAPPENED!" the dwarf snaps at Samaritha, as a chunk of debris ricochets off of his helm. Seeing his chance to brace himself on the stairwell, the rotund dwarf leaps a little overenthusiastically and bounces off of the hard stone, landing in a heap on the floor.

Reflex: 1d20 + 1 ⇒ (13) + 1 = 14
1d6 ⇒ 1
Brace: 1d100 ⇒ 21

"But oooooh no! Let us be listening to EXPERT!" he adds sullenly, face pressed up against the tower wall as he lands in a tangled heap.


Trapped in the Tower - Round 4 - continued

Saphren sees an opening and goes for it, folding his large but nimble frame through the window. Seeing the rolling of the large tower and and trail it leaves behind it, he knows he has more work to do. Shuffling, leaping and twisting nimbly, he ends up clear of the debris field and laying in the grass of the gentle slope, puffing while the tower powers on down the hillside toward the lagoon.

Reva was able to stabilize herself and sees a thick interior exposed beam. Wrapping both arms around it for deal life, she is able to hand on despite the churning revolutions of the tumbling tower.

Magnus is not quite as lucky. The over-armored dwarf is spun to the floor and bumps his head a bit as the revolutions continue. Fortunately, he clangs to a stop near where Reva is braced and is able to a catch hold as well.

Blossom is able to hold out the ride without damage at first. She finds herself tumbling right into on of the cypermages, and her grappling hair grabs hold of that flailing body, stabilizing them both.

Samaritha rolls with the tower, dodging flying debris and as she spins, she flies right near where Reva stands braced against the twirling tower. Reaching out, she tries to grab the inquisitor by the leg to keep from falling farther. The cypermage leader is able to grab hold of Reva, but the force of the turning tower makes her slip off and fall to the floor again.

All that and now Trig is up. Her random event is a large crack, this is big enough for you to auto-succeed at escape, but an Acrobatics DC 15 is required to get out of the trailing landslide. A DC 12 Reflex is required if DONT want to fall out.

Blossom DC 15 Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Random Event: 1d20 ⇒ 8
Samaritha DC 15 Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Random Event: 1d20 ⇒ 10
Samaritha Melee Touch vs Reva: 1d20 + 2 ⇒ (15) + 2 = 17
DC 14 Str, Samaritha: 1d20 - 1 ⇒ (11) - 1 = 10
Trig Random: 1d20 ⇒ 14


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Falling through the crack looks scary to Trig, and she tries to find a way to avoid it!

Reflex: 1d20 + 3 ⇒ (5) + 3 = 8

She fails and falls through the crack into open air.

acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10

She struggles to get to her feet in time to avoid the oncoming debris...


Trapped in the Tower - Round 4 -concluded

Trig sees the enormous gash in the tower open near her, but the rumbling and speed are too frightening to contemplate going for it, unfortunately, the centrifugal forcr of the rolling masonry has other ideas. She is tossed out the big crack unceremoniously and just as she gets her scrambled wits back, she realizes she is sliding down the slope behind the tower, rolling over rocks and tree limbs and other sharp and pokey obstacles along the way.

Dmg, DC 15 Reflex for half: 3d6 ⇒ (3, 5, 6) = 14

End of Round 4


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Reflex: 1d20 + 3 ⇒ (5) + 3 = 8

Trig tumbles over rock and tree, bruising and battering herself.

She picks herself up as soon as she can, and stumbles her way down the slope, trying to get away from the beasts.


Trapped in the Tower - Round 5

21 Saphren (safely outside)
21 Cypermages
17 Magnus (braced)
17 Blossom
11 REva (braced)
10 Samaritha
10 Akata
7 Trig (in landslide)

Saphren gets to his feet, clear of any danger. The ground is littered with debris and a few fallen akatas, but his friends are slowly rolling down into the sea.

Inside the Cypermages, fail to take any damage, but fail to grab hold of anything solid, and continue to bump around.

His arms clamped solidly around a beam, Magnus is safe from the rolling of the tower, but a spray of debris flying through the interior, hits the dwarf squarely in the face, filling his eyes with dirt and gravel.

Magnus needs a DC 12 Fort save or be blinded for 1 round. Also needs another DC 15 Climb check to stay braced but he gets a +4 bonus since he starts braced.

Reva stays braced to the large beam and continues to ride out the tower's wild trip downhill.

Reva's random action calls for her to automatically stay braced

Knowing the rolling tower is extra dangerous, Blossom sees a small crack near her and decides to leap for it. She fails to slip through, and though back in free fall, she does not get injured this round.

Samaritha tumbles around, bumping into one of her wizards allies, but cannot get purchase to stop the ride.

Through the broken window, one akata, which had been succesfully running atop the spinning tower, leaps inside, still looking for prey.

Magnus needs his Saves, Saphren may act normally, and Trig is up
in the landslide, a DC 15 Reflex can stop her descent with the rest of the debris and she will be safe, otherwise more damage.

cyphermage Reflex DC 15: 1d20 + 2 ⇒ (16) + 2 = 18
Random Event: 1d20 ⇒ 2
50%: 1d100 ⇒ 38
DC 15 Climb: 1d20 ⇒ 1
Magnus Random event: 1d20 ⇒ 15
Reva Random Event: 1d20 ⇒ 18
Blossom Random Event: 1d20 ⇒ 13
Blossom DC 15 Acrobatics: 1d20 - 1 ⇒ (5) - 1 = 4
Blossom DC 15 Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
Samaritha Random Event: 1d20 ⇒ 9
Samaritha DC 15 Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Samaritha dmg: 1d6 ⇒ 2
Akata Random: 1d20 ⇒ 17
Akata Acrobatics DC 15: 1d20 + 2 ⇒ (20) + 2 = 22


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10

Crap... If I take that kind of damage again, I'm done for... can I try to cast a spell? Would Expeditious excavation help in any way?

concentration check: 1d20 + 9 ⇒ (8) + 9 = 17


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Fort: 1d20 + 9 ⇒ (9) + 9 = 18
Climb: 1d20 + 7 - 6 + 4 ⇒ (11) + 7 - 6 + 4 = 16

"TRIG!" the dwarf bellows, through a mouthful of grit and gravel. Roaring with frustration, it is all the dwarf can do to hold on for dear life, waiting for his chance to rush to the sorceresses rescue.

Assuming that's my action for the round, but Magnus will ready/take an attack against the Akata otherwise with his enlarged reach if not.

Warhammer: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 8 ⇒ (5, 6) + 8 = 19


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Are there any actions Reva could take to aid Trig? I imagine the concentration check for a spell would be appalling but maybe the wand.

Reva watches helplessly as the tiny gnome is smacked repeatedly against the side of the tower. She tries to take a moment to figure out her options.


My best thought is for Saphren to bound down the hill and scoop her from the landslide. IMO that takes a successful touch attack and a DC 14 STR check. Failing that, I think Trig takes the landslide damage again and has to ride it out. Those inside and braced need to exceed the DC 15 by 5 or more to get a hand free for combat or the like. Magnus is busy hanging on and can't make any attack at present. The DC for spellcasting inside the tower is listed as 20. Makes sense to use that in the landslide as well.

Trapped in the Tower - Round 5 - concluded

Magnus is able to brush the dirt from his eyes, and remain braced on the inner beam, but he watches helplessly as Trig falls out of the tower.

Reva watches, but once the sorceress is out of the tower, she can no longer be seen from inside. The inquisitor grits her teeth as one of leonine predators squeezes inside.

Fumbling and falling pelted by rocks and debris, Trig tries to concentrate to get a spell off, but the motion is just too much and she continues her sliding, cartwheeling fall. Finally, she slams her head into the hard ground, and the lights go out for Trig.

Trig Fall Dmg, still DC 15 Reflex for half: 3d6 ⇒ (6, 1, 6) = 13

End of Round 5


Trapped in the Tower - Round 6

21 Saphren (safely outside)
21 Cypermages
17 Magnus (braced)
17 Blossom
11 REva (braced)
10 Samaritha
10 Akata
7 Trig (in landslide, possibly unconscious)

Round starts with Saphren. Let's say Trig is a move action away, giving you a chance to pull her free.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Lemme know what roll I'd have to make.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22

Trig manages to just barely dodge a cobblestone - sized boulder that passes by her head. Still 2 HP left!

I think that probably means Trig could help in the attempt to pull her out. strength check aid another for Saphren: 1d20 - 1 ⇒ (19) - 1 = 18

-Posted with Wayfinder


Reva Meirani wrote:
Lemme know what roll I'd have to make.

Maybe not so emergent, but REva really can't get to Trig now. She'd have to unbrace, hope she ended up by a window or crack, make the Acrobatics check to escape, make the REflex save to stay out of the landslide and then make the same checks Saphren needs. To start that chain, make a DC 15 Acrobatics to move toward an exit point in the rolling tower.


Trig Glittergold wrote:

[dice=Reflex]1d20+3

Trig manages to just barely dodge a cobblestone - sized boulder that passes by her head. Still 2 HP left!

I think that probably means Trig could help in the attempt to pull her out. [dice=strength check aid another for Saphren]1d20-1

-Posted with Wayfinder

A pair of nice rolls....if he doesn't come get you, a DC 15 Reflex still gets you out of the landslide.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren was on his way to save Trig before I even read it as a possibility. :)

Sometimes running beside the sliding debris and sometimes surfing on large pieces of broken tower stone Saphen bounds towards his endangered friend. Trig, I am coming for you. A green hand reaches into the debris grabbing for gnome.

Touch Attack: 1d20 + 7 ⇒ (4) + 7 = 11

Strength Check: 1d20 + 4 ⇒ (8) + 4 = 12

Yikes. Not the best rolls. But since she is certainly not dodging an 11 should touch a small target exactly. And with her rolls, maybe she assisted my strength check?


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig would definitely not be dodging in any way. So I think her touch AC would be 11 due to size.

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