GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

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Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Diplomacy 1d20 + 5 ⇒ (9) + 5 = 14

Gerard asks around at a couple of his favorite watering holes, but he only received confused looks in return.


Terry tags along with Reigan and tries to aid him. He is the investigator, after all.

Diplomacy Aid: 1d20 + 6 ⇒ (11) + 6 = 17


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Grinner, not being the most street savvy, tags along with Reigan.

Diplomacy Aid: 1d20 + 2 ⇒ (6) + 2 = 8


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Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan waves off the group, except Terry. "Guys... No offense, but you aren't exactly the type to work this angle. Find the dwarf some ale and let me and Cherry get this done." he says as he extends a hand and coughs, taking 20 gold pieces from each person.

Diplomacy - Terry's Assist: 1d20 + 14 + 1d6 + 2 ⇒ (4) + 14 + (3) + 2 = 23

As Reigan and Cherry make their way through Bridgefront, Reigan nods to the nearby shack. "Remember coming here when we had like twelve gold to our name? Those were some good times..." Reigan reminisces as he pushes open the door and the pair sees the old woman knitting in the corner.

She looks at Reigan and sighs before snapping her fingers. A set of floorboards magically begins to shake and turn into stairs leading below the building as smoke and sounds of enjoyment and loss echo up from below.

---

The lights are dim and the room is filled with smoke as the familiar sights of gambling, drinks and beautiful women are taken in by Reigan and Terry.

Reigan moves up to one of the tables and pulls out the gold collected from the others, in addition to some of his own and sets down 150 GP onto the table. "Hey, Jeremiah. Long time, no see." he says with a huge grin. The dealer behind the table rolls his eyes. "Figure you'd have died in a gutter by now, Reigan. Boss won't be happy you are here."

"Eh, well, I just need a favor and I'm willing to pay. It's on the up and up, see. I got Cherry with me and he never tried to swindle you lot, so you should know it's for real." he says with a nudge to the taller man next to him. "Work the room, Terry!" he whispers to Terry.

Coughing, Reigan gets his cards and looks at them briefly before talking some more. "Need to find a guy. No name. Just need one of the shiver dealers to offer up some information on a guy."

Reigan slides his cards back to the dealer and utters the word. "Fold." As the cards slide back, they push the stack of gold back to the dealer and the man flips the cards over, looking at them and finding a winning hand.

"I'll see what I can do." the man says. "Send em to my usual place. You know where I like to haunt." Reigan adds with a smile as he stands up and takes his leave, grabbing a flagon of wine off a passing waitress's tray and heading up the stairs to the street.


Had a creative urge, did you? By work the room did you mean indulge in a little pickpocketing or flim-flammery? Sleight of hand is his best skill.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Whatever you want to do! Also, yes. Reigan works best in these situations. :D


Terry takes the hint and goes on his own mission, quickly tapping himself with a heightened awareness from his wand. While looking for a mark he spots an obviously semi-experienced cheater.

I hate cheaters.

Terry snags one of the nicer cards from a spent hand and deftly places it half hidden near the cheat but out of his vision then waits to the side for the inevitable fireworks.

Sleight of Hand: 1d20 + 10 ⇒ (17) + 10 = 27

During the commotion he will snag his fair share of the cheat's 'winnings' with another practiced move.

Sleight of Hand: 1d20 + 10 ⇒ (8) + 10 = 18


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir loves the idea of finding some ale for the dwarf.

"Taverns 'ave lots o' information!" he blurts.

diplo assist: 1d20 + 3 ⇒ (12) + 3 = 15

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GM Roll: 1d20 ⇒ 1

Jeremiah's head jerks up as Terry causes quite the commotion from across the room as the table erupts into a flurry of activity and threats of cheating. Terry snatches a few handfuls of the winnings and breaks awy from the table without being seen.

The dealer effortlessly scoops up his winning from Reigan and with a straight face Jeremiah whispers real low as he takes advantage of the commotion. "Who you looking for info on this time Reigan? I have a few people that can dig up information." He leans down on the edge of the table.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan leans in as Cherry does what he does best. With a few deft words, he hopes that Jeremiah can handle the business. "Get me a guy who can lead me to Barvasi or some sort or tracking spell locked on him. He owes me something and it's time to collect." Reigan says with a smile and wink as the ruckus happens.

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Jeremiah smiles. "Word will be sent when I find someone up to the task." He gives Reigan a small wink as he waves his hands over the table to show that it is cleared before taking his leave to clear up Terry's mess.

Shouting can be heard all throughout the room as the scene begins to escalate as the 'cheater' hurls a chair at the dealer, its legs breaking against the table as coins and chips fly in all directions.

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Returning to your rooms you receive no information a complete day after paying Jeremiah for an information broker. Meanwhile you receive a note from Madame Carrington who seems increasingly unsettled in the scrawled writing.

"There is an alarming number of slumbering refugees in my dream realm sanctuary that seems to be growing by the night. I am doing what I can to protect the people from this nightmare affliction but it is growing too powerful. Sleeping deaths are increasing across the district. I am shielding what I can but it is almost as if someone or something is stalking through in search of something."

The waiting seems excruciating at times until near the end of the second day Reigan receives a resounding knock on his door.

At the door is a young human woman with neck length black hair and a pencil behind her ear. She leans on the doorframe. "You Reigan? Of course you are." She pushes into the room. "Shut the door. Jeremiah sent me."

She walks in and sits on the edge of the bed, crossing her legs as she frowns. "You asked for a hard man to find. He went into hiding. Completely cut himself off from the world for whatever reason. Word is he stole something and is possibly waiting for it to blow over."

She uncrosses her legs and stands up as she paces across the room. "Word on the street is that Josef may be making some sort of emergence in the next day or two. You will have to wait until then before any sort of meeting can take place."


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"An emergence? What in the bloody hells does that mean? Any idea where he might be emerging?". Gerard was growing frustrated with his lack of ability to help anyone, or do anything, right now.


"It means he is a fool. He is hoping to wait out the spider cult and escape with the book or sell it. They ARE going to find him and when they do He is really going to wish we found him soon. Unless Reigan does his usual 'questioning'. Miss, thank you for the info, but can you PLEASE tell him that we may be his best chance at survival if he works with us?"

"Since she's here shall we ask her about the key? We do still have that mysterious key, don't we?"


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"I suppose we don't have any information about where said emergence is taking place?" *Ribbit* Grinner looks concerned.

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Gerard wrote:
"An emergence? What in the bloody hells does that mean? Any idea where he might be emerging?".

"No clue. Gathered what information I could given the time. Like I said the Barvasi Band went deep underground. Noone has heard from them in days. Nothing besides whispers that is. I had to call in several favors just to get the little I did." She says.

Grinner wrote:
"I suppose we don't have any information about where said emergence is taking place?"

"No clue. I will need more time to figure that out." She shrugs. "I can send word in a day or so when I figure more out."


"Do you recognize this key?"

Terry (or whoever has it I suppose) produces the key they found.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grinmir frowns, unsure what to do except wait for more information.

"Ye know where ta find us."

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Weatherley leaves and the remainder of the day and evening go by quite uneventful.

As dawn's rays crest the horizon the group meets downstairs for a hearty breakfast of smoked sausage, eggs, and day old stale bread. As breakfast is nearly over an obviously distressed and sweaty Weatherley slams open the front door. Her frantic eyes search the room and eventually land on your table.

Rushing over she slides a chair out of the way as she catches her breath. She must have ran a good distance to find you. "You guys are needed at Rook's Roost. Something has happened that you need to see for yourself."

Rook's Roost being the Shiver Den you first visited for the murder with the hogslop pen.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard stood up from the table, ready to go. "Finally! It might be a trap, but at least it's something!"


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir slams his tankard of ale into the table.

"Aff we go, then!" he says.


"Probably. We should buff before we enter. Equally likely that idiot Barvasi is reaping the rewards of dealing with a group like that cult."

Before entering the den He will cast Shield on himself.

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The many days of boredom and seemingly dead ends finally comes to fruition as the group grabs their gear and rushes across the Bridgefront to Rook's Roost.

At the entrance you are met once again by the gruff presence of the doorman, who doesn't stop you this time but simply leads you inside the establishment.

Asnaan and his bodyguards look on grimly as he nods towards the broken door, his thick mustache wiggles in the thick air. "See for yourselves."

The inner sanctum of the Rook’s Roost is eerily empty. Its many beds and sofas have been pushed aside to create a clear path to the rear of the establishment, where a single door hangs torn from its hinges. A thick pool of coagulating blood spreads from the doorway, giving off a heavy odor.

Beyond the broken door into the private 20-foot-by-20-foot den is a scene of incredible carnage: the mutilated corpses of eight of Barvasi’s Band are sprawled out on reclining chairs, their blood pooling
deep on the room’s floor. Above the corpses hang several tangled hoses that lead to small spigots above each couch, where they hang over the heads of lounging users. The hoses snake upward toward a strange apparatus on a tall brass stand behind the couches, itself crowned with the gapingmouthed, decapitated head of a dead-eyed frog-like creature: the preserved head of a slain hydrodaemon. The device harvests the hydrodaemon’s sleep spittle, and the spigots slowly drip the toxic substance on the foreheads of reclining clients, inducing a deep, lucid sleep. The Hydrodaemon's head looks to be that of Guttermaw, the Daemon you narrowly killed down by the docks.


"Unholy whatsit. How long have these guys been dead? I've always known addicts were half crazy idiots with a hidden desire for a slow death, but this really beats them all. REALLY? Dripping demon spittle on your head for the fun of it? What could possibly go wrong?"

heal: 1d20 ⇒ 3 to figure out what did this and how long ago. Also, can we recognize our quarry in this mess, if not by physician features, then by clothing or the like?

"Asnaan, how long have these guys been holed up here? did anyone witness what broke in and killed them all?"


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"Is this scene all an elaborate set up? Were they killed elsewhere and brought here, or did something get them here while they were all hopped up on this demon juice?"


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir looks at the corpses as his earth elemental companion slowly circles the room.

"Ur they all deid fur sure?" he asks, checking to see if there might be a sleeping survivor.

heal: 1d20 ⇒ 17


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

*Ribbit* "I don't like the look of this..."

Grinner likewise assess their health.

Heal: 1d20 + 9 ⇒ (2) + 9 = 11


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan looks at the scene of grisly horror with indifferent eyes. "What is the purpose of this..." he wonders aloud as he slowly walks around the contraption and the slain addicts.

Kn. Arcana - Purpose of the Device: 1d20 + 11 + 1d6 ⇒ (2) + 11 + (4) = 17
Perception - Clues About the Killings: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (6) = 32
Kn. Local - Identities of the Addicts (Anyone Well Known?): 1d20 + 14 + 1d6 ⇒ (10) + 14 + (6) = 30

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The small bit that reigan can decipher from the contraption is that the device harvests the hydrodaemon’s sleep spittle, and the spigots slowly drip the toxic substance on the foreheads of reclining clients, inducing a deep, lucid sleep.

From what Reigan and the rest of the group are able to decipher the men were all killed in their sleep-like state.

Asnaan looks nervous. "I was letting them hide out here for a bit of a cost. Your endeavors are not yet over. The dreams still walk."

As you spend a few moments inspecting the carnage the bloody pool at your feet slowly begins to bubble as it rises and takes the form of a horrific amalgamation of bloody nightmares. Asnaan and his staff let out a scream in fright as they flee the room for any means of cover.

Init:

Gerard: 1d20 + 0 ⇒ (19) + 0 = 19
Terry: 1d20 + 6 ⇒ (11) + 6 = 17
Grimnir: 1d20 + 1 ⇒ (2) + 1 = 3
Reigan: 1d20 + 3 ⇒ (13) + 3 = 16
Grinner: 1d20 + 4 ⇒ (14) + 4 = 18
Blood Golem: 1d20 + 8 ⇒ (9) + 8 = 17

Everyone in the room feels an eerily, shrieking feedback within their minds that only seems to grow in intensity, similar to the hungry fog that started this whole strange adventure.

Creatures within the aura take a –2 penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Will save or take 1d2 points of Charisma damage. Spellcasters who attempt to cast spells in the aura’s radius must make a concentration check with a DC 12

Round 1
Gerard
Grinner

----------------------------------
Monster (DC 17 Knowledge Arcana)
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Terry
Reigan
Grimnir


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Will Save (w/ penalty): 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24

Standard Action
Grinner tries to disable the enemy early with a Misfortune Hex. DC 18.

Move Action
He chants. *Ribbit* *Ribbit*

Non Action
He steps back.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Will save 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge Arcana 1d20 + 13 ⇒ (17) + 13 = 30

Waiting for the KA result before I declare an action.


Knowledge Arcana: 1d20 + 6 ⇒ (20) + 6 = 26

I'm looking for special defenses (damage resistances and energy resistances)

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Gerard recognizes the creature as a form of a Blood Golem. A blood golem is an animate mass of living blood. It can creep about in liquid form like an ooze, or create a thick skin made up of coagulated blood that allows it to walk upright like a person.

Going to be a lot to this guy.

Terry knows that such a creature as this Blood Golem is Amorphous. Meaning that it is malleable and shapeless making it immune to precision damage and critical hits as it has little in the way of anatomy.

Terry also knows that this Blood Golem has several damage reductions, unless bludgeoning, good or silver weapons are used.
Two separate DR's. (DR/ Bludgeoning)(DR/ Good or Silver)

Though the Blood Golem has no resistance to any energy in particular Gerard knows that such a creature is immune to means of Magic and mind affecting effects.

Gerard also knows that the blood golem has an aura about if causing a discordant feedback through creatures minds. You know the affects from above.

There is little hiding from a Blood Golem as it can sense thoughts. Blindsense and Thoughtsense.

A Blood Golems attacks cause a creature to bleed greatly from its wounds as well as drain it's blood.

Will save DC 18: 1d20 + 6 ⇒ (1) + 6 = 7

Grinner brings misfortune upon the Blood Golem.

Round 1
Gerard
Grinner
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Dreamspawn Blood Golem (Misfortune)
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Terry
Reigan
Grimnir


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard moves 5' to the left, away from the creature and casts Haste on the rest of the team. He tells the squad what he knows about the blood golem as he does.

Remember Haste bonuses, and would so,done please move me 5' to the left? Thanks


Is Terry flat-footed and may he parry/riposte? If he can and he is attacked, then he will. That is one tough bugger.

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Terry is currently FF as he has not acted in the round yet.

Gerard Haste Aura Concentration check Dc 12: 1d20 + 7 ⇒ (12) + 7 = 19

Gerard's spell completes as he steps back and brings haste to his allies yet again.

The Dreamspawn Blood Golem swings around and slams into Grimnir.

Slam 1 vs Grimnir AC FF 26: 1d20 + 12 ⇒ (8) + 12 = 20
Misfortune Reroll: 1d20 + 12 ⇒ (19) + 12 = 31

Slam 2 vs Grimnir AC FF 26: 1d20 + 12 ⇒ (2) + 12 = 14
Misfortune Reroll: 1d20 + 12 ⇒ (13) + 12 = 25

With Grinner's aid Grimnir is able to fend off the Blood Golem's initial assault.

Active Party Buff
Haste

Round 2
Gerard
Grinner

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Dreamspawn Blood Golem (Misfortune)
----------------------------------
Round 1
Terry
Reigan
Grimnir


Terry does not think much of his chances at doing any damage to this blight on humanity as things stand do he pulls out an oil of bless weapon and applies it this round, then steps forward.


Note: Terry is searing this item: lesser talisman of sealed summons - These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Move Action
*Ribbit Ribbit* Grinner chants like his life depends on it. It probably does. Chant hex to extend Misfortune Hex duration.

Standard Action
He casts Bless upon the party. +1 morale bonus to attack rolls and saves vs. fear.

BLESS IS UP!


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir spits, plants his feet in a defensive stance, and swings his dwarven weapon twice in rapid succession.

His elemental companion also slides forward to slam into the golem.

+1 Corrosive Dorn Dergar (power attack, defensive stance): 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 241d10 + 11 + 3 + 1d6 ⇒ (8) + 11 + 3 + (6) = 28
+1 Corrosive Dorn Dergar (power attack, defensive stance): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d10 + 11 + 3 + 1d6 ⇒ (6) + 11 + 3 + (4) = 24

slam: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (3) + 4 = 7


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

DM, in your last post, you said the elemental was immune to 'means' of magic. Is that an autocorrect typo? Just want it be sure before I take an action.

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Golem- Immune to Magic effects that allow a saving throw.


Spell resistance or saving throw? Usually immune to magic pertains to spell resistance. I would love to be wrong since Shocking Grasp has no saving throw but it is susceptible to spell resistance.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard will take yet another 5' step to the left and cast magic missile at the golem.

Damage 4d4 + 4 ⇒ (1, 4, 3, 3) + 4 = 15

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Yes- Spell Resistance, Sorry that one was a type. Words mean things :P. You can change your Magic Missile Gerard.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard will move further out of range, not seeing good options for his doing any damage to the golem.


If you were particularly daring you could do aids to lower AC or To Hit. Better than nothing as long as you are not trashed by the thing. I was seriously considering doing that myself with much of Terry's damage neutered by the SAs, but in the end I figured I could get a more than a few points to land if I used the oil.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Looks like just Reigan is up...


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |
Terry PBP wrote:
If you were particularly daring you could do aids to lower AC or To Hit. Better than nothing as long as you are not trashed by the thing. I was seriously considering doing that myself with much of Terry's damage neutered by the SAs, but in the end I figured I could get a more than a few points to land if I used the oil.

I have to be next to the creature to do that, best I can tell. I can't see that makes any sense, as just a couple blows will take me under.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Sorry for the 72 hour disappearance.

Reigan sees the coalescing blood that coagulates into a giant golem and he slowly sighs. "I can do next to nothing to this thing..." he mutters as he looks through his quiver, though he knows that he doesn't have a blunt, silver bolt.

Focused Shot and Studied Combat is precision damage, so no-go. Add in the DR and it seems like I have no chance to even do a single point of damage with my crossbow.

Seeing no other option, Reigan calls forth the spirits of the area and they coalesce around him, forming a thick protective shell around the man.

Whispering Spirits - +4 to AC and Saves.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry begins to apply a bit of oil to his blade as he steps further in towards the Blood Golem. Spirits begin to coalesce and forma protective barrier around the able bodied investigator.

Setting firm in his stance Grimnir still can't manage to land a single blow against the raging golem as his dorn derger splashes loosely through the sheets of blood that fall loose.

Gerard withdraws, unsure what exactly he can accomplish while Grinner blesses the group.

Slam 1 vs Grimnir AC 25: 1d20 + 12 ⇒ (13) + 12 = 25
Misfortune reroll: 1d20 + 12 ⇒ (12) + 12 = 24

Slam 2 vs Grimnir AC 25: 1d20 + 12 ⇒ (9) + 12 = 21
Misfortune reroll: 1d20 + 12 ⇒ (17) + 12 = 29

Grinner's misfortune on the Golem seems to be the sole reason for Grimnir surviving this unholy dream-like abomination as the dwarf ducks below the construct's clawed hands.

Active Party Buff
Haste
Bless

Round 3
Gerard
Grinner

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Dreamspawn Blood Golem (Misfortune)
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Round 2
Terry
Reigan
Grimnir

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