GM ZD The Unseen Inclusion Core [Outpost] (Inactive)

Game Master Z...D...

Playing Hi tier with 4 player adjustment.

GM:
7 Discoveries

Initiative:

[dice=Umrallorn]d20[/dice]
[dice=Xavier]d20+5[/dice]
[dice=Magni]d20+4[/dice]
[dice=Mannak]d20+4[/dice]
[dice=Talhaearn]d20+5[/dice]
[dice=Zartina]d20+1[/dice]

Perception:

[dice=Umrallorn]d20+11[/dice]
[dice=Xavier]d20+2[/dice]
[dice=Magni]d20+10[/dice]
[dice=Mannak]d20+7[/dice]
[dice=Talhaearn]d20+7[/dice]
[dice=Zartina]d20[/dice]


201 to 250 of 271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

”As the old saying goes...’When the way forward is not the way forward, if you go to the right you’ll be alright.’ Of course whoever said that probably wasn’t able to come up with an apt rhyme for left...”

Scarab Sages

Male Dwarf Druid 02 HP 19/19 AC: 17 (15 without shield) /T: 12 /FF: 15 - Perception +10 - F: +5 / R: +2 /W: +8 - CMB +0 - CMD +13 - Speed 20 - Init. +4 - Storm Burst per Day: 8/8

"Let's go west. One direction is as good as the other at this point. We need to gain entrance... and quick!"

Magni votes west, meaning 3


Knowledge Checks -Sky Key Solution Aid Token

Zone 3

Arrow slits line the north and west alcoves in this empty room. Narrow steps lead up to a door in the south wall.

Zone 6

Several of the doors leading off this cross-shaped hallway stand open, revealing ten-by-ten-foot cells. Four of the cells are empty. Six cells contain simple, unoccupied sleeping quarters, each with multiple pallets. In one of the cells, on one of the sleeping pallet, contains the corpse of a human male whose throat has been slit. Each sleeping quarter contains small idols and shrines.

DC 12 Knowledge (religion):
You determine that these shrines are dedicated to Ahriman, the Lord of All Divs and the patron divinity of the hateful cultists known as the Usij.

The door to zone 10 is locked as before.

The doors to zone 5 and 8 are unlocked.

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Xavier keeps up with the party, Mage Armor already active (and he would have offered to cast it on anyone else who wanted the benefits of his wand), carrying his wand of Shield in one hand, and his most powerful scroll in the other.

Grand Lodge

M Human | HP: 20/20 | AC: 15 (11 Tch, 14 FF) | Per +0 | CMB: +3, CMD: 14 | F: +2, R: +2, W: +3 | Init: +1 | Spells: Mage Armor (35 minutes) LN Undead Sorceror 3

Take 10 on Knowledge religion is 15

Zartina shares the information with the group. He too activates Mage Armor from his own wand.

Scarab Sages

Male Dwarf Druid 02 HP 19/19 AC: 17 (15 without shield) /T: 12 /FF: 15 - Perception +10 - F: +5 / R: +2 /W: +8 - CMB +0 - CMD +13 - Speed 20 - Init. +4 - Storm Burst per Day: 8/8

Magni studies the doors searching for traps...

Perception check: 1d20 + 10 ⇒ (4) + 10 = 14 +2 if the door has a significant part made of stone


Knowledge Checks -Sky Key Solution Aid Token

The doors are open heading to zone 5 or 8....the door to zone 10 is locked and as far as you can tell, not trapped. Will move us on tomorrow if no one suggest a route

Grand Lodge

M Human | HP: 20/20 | AC: 15 (11 Tch, 14 FF) | Per +0 | CMB: +3, CMD: 14 | F: +2, R: +2, W: +3 | Init: +1 | Spells: Mage Armor (35 minutes) LN Undead Sorceror 3

Zartina votes for checking area 5.


Knowledge Checks -Sky Key Solution Aid Token

Zone 5 it is

Four thin pillars support the stone overhang above this narrow balcony running along the western side of the building. Two doors one to the north, one to the south—lead inside. A robed corpse leans against one of the pillars, a dagger plunged into his chest up to the hilt.

Detect Magic and spellcraft DC 20:

On to Zone 8

Rugs and cushions lie on the floor of this large room; they are covered in overturned dishes and spoiled food. Several humanoid corpses lie about. Deep wounds and copious blood speak to their violent deaths.

The first room you come to contains a man who seems to be badly wounded and is gaunt from starvation. He keeps to muttering to himself "“Yes, all else must wait. The Black Moon rises! She shall bring glorious ruin upon the world. I can hear her—she is almost here! Ahriman, look upon our great work, and grant me a place in the House of Oblivion!” The cultist repeats this rant, ignoring other creatures.

Around the delirious man's neck, hangs a single key on the string.

The next cell in contains the cult’s wardrobe of disguises: a variety of mundane outfits, from religious garb to urchins’ rags. All of the clothing is suitable for use in Merab, and the PCs might even recognize a familiar outfit they saw someone in passing wearing on the streets above.

The third cell looks more like an armory. It contains five maces, five cold iron morningstars, three spears and six sickles. One of the morningstars seems to stand out among the rest.

detect magic and spellcraft DC 18:
It is a +1 Cold Iron Morningstar

The final room looks like another sleeping quarters, it contains a simple bed, a chest with mundane clothes and a prayer book to Ahriman written in a variety of fiendish languages.

the doors to zone 9 and 10 are locked.

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Spellcraft 1: 1d20 + 7 ⇒ (10) + 7 = 17

Spellcraft 2: 1d20 + 7 ⇒ (6) + 7 = 13

Halfling language:
Xavier mutters, "I'll find a way to show him...apprentice...bah."

Grand Lodge

M Human | HP: 20/20 | AC: 15 (11 Tch, 14 FF) | Per +0 | CMB: +3, CMD: 14 | F: +2, R: +2, W: +3 | Init: +1 | Spells: Mage Armor (35 minutes) LN Undead Sorceror 3

Spellcraft #1: 1d20 + 7 ⇒ (13) + 7 = 20
Spellcraft #2: 1d20 + 7 ⇒ (6) + 7 = 13

"This Dagger seems magical, but also dark, as it's powers are based in poison. I want nothing to do with it; I will not judge any who do."

Scarab Sages

Male Dwarf Druid 02 HP 19/19 AC: 17 (15 without shield) /T: 12 /FF: 15 - Perception +10 - F: +5 / R: +2 /W: +8 - CMB +0 - CMD +13 - Speed 20 - Init. +4 - Storm Burst per Day: 8/8

Magni ignores the weapons and approaches the raving man and tries to snatch the key hanging from his neck.
Once he's got it he points at the doors:"With a bit of luck this should lead us to the evil slumbering in this accursed place. Be ready!"


Knowledge Checks -Sky Key Solution Aid Token

From trial and error, you find that the key does not work on the door to zone 9, but when tried on the door to zone 10, a click can be felt as the inner workings of the lock release.

Any buffs before you enter...

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 15; T 12: FF 13 | HP 16/16; F +5; R +2; W +2 | CMB +3; CMD 15 | M. Greatsword +4 (2d6+3 S, 19-20/x2); Flail, heavy (Cold Iron) +3 (1d10+3 B, 19-20/x2) | Rage 13/13
Skills:
Acro +6; Climb +6; Know (Nature) +4; Survival +6

Mannak grabs his greatsword as the door opens.

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Xavier takes a deep breath, casting Shield on himself then drawing his Magic Missile wand as well as keeping that scroll handy.

Grand Lodge

It would be bad form to start inspiring courage before Tal actually sees danger, so he'll just nock an arrow and keep an eye out for trouble.

Grand Lodge

M Human | HP: 20/20 | AC: 15 (11 Tch, 14 FF) | Per +0 | CMB: +3, CMD: 14 | F: +2, R: +2, W: +3 | Init: +1 | Spells: Mage Armor (35 minutes) LN Undead Sorceror 3

Zartina will keep a scroll of True Strike in one hand.


Knowledge Checks -Sky Key Solution Aid Token

The group prepares themselves as they open the door..

Eight stone pillars stand around this room. At the center of the room, a five-foot-diameter spiral of twisted arcane glyphs is charred into the floor. Broken bones stained with blood encircle the spiral, and an onyx gem sits in the center.

Around the circle, you see two figure standing. They stop mid chant as they here the door open.

initiative:

Umrallorn: 1d20 ⇒ 3
Xavier: 1d20 + 5 ⇒ (10) + 5 = 15
Magni: 1d20 + 4 ⇒ (2) + 4 = 6
Mannak: 1d20 + 4 ⇒ (14) + 4 = 18
Talhaearn: 1d20 + 5 ⇒ (14) + 5 = 19
Zartina: 1d20 + 1 ⇒ (3) + 1 = 4
GM: 2d20 ⇒ (1, 16) = 17

Bold May Act
Tal
Mannak
Xavier

GM
Magni
Zartina
Umrallorn

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Seeing a ritual of some sort already taking place, Xavier quickly unfurls and reads his scroll!

DC 7 CL check: 1d20 + 3 ⇒ (13) + 3 = 16

Reading the arcane words aloud, Xavier casts Haste on his party (excluding himself since it's CL 5 which means only 5 targets)!

He then moves to the opposite side of the door.

5 Rounds of Haste remaining

Grand Lodge

Tal begins bolstering his allies as he enters the room. "Brave Pathfinders...the game is afoot. Let Mannak's sword strike true as Xavier's magic confounds the evil ones. Magni, Zartina, Umrallon...write the words that will be sung of our victory this day!"

Inspire Courage: +1 competence bonus on attack and weapon damage rolls and +1 morale bonus on saving throws against charm and fear effects.

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 13; T 12: FF 13 | HP 9/18; F +5; R +2; W +4 | CMB +5; CMD 15 | M. Greatsword +6 (2d6+6 S, 19-20/x2); Flail, heavy (Cold Iron) +5 (1d10+6 B, 19-20/x2) | Rage 13/13

Inspired by Tal's words of encouragement, Mannak unleashes his primal prowess and moves towards the cultists. He approaches one of them and takes a swing with his greatsword.

Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19

Damage, IC: 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17

Status: AC 14, Reflex +3

Scarab Sages

N Male Dwarf Wizard (Thassilonian Specialist [Greed]) 4 | HP: 34/34 | AC: 10 14 (10 Tch, 10 FF) | CMB: +1, CMD: 11 (+4 vs. bull rush/trip) | F: +5, R: +4, W: +6 (+2 vs. poison/spells/SLAs, +2 vs. death effects) | Init: +0 | Perc: +11 (+2 stonecunning)| SM: +3 | TK Fist 7/8 |
Current Conditions:
none
Active Spells:
mage armor, unseen servant

Sorry, work has been a bit busy.

Umrallorn studies the magical auras of the magic items.

Spellcraft to identify the dagger: 1d20 + 12 ⇒ (11) + 12 = 23
Spellcraft to identify the morning star: 1d20 + 12 ⇒ (20) + 12 = 32

"This morning star bears an enchantment to make it more effective in combat. I suggest that one of our melee combatants wield it if we are confronted by a div, as its material construction should bypass the damage reduction of the most common divs with which we are most likely to contend."

Before opening the door, Umrallorn taps himself with his wand of mage armor, replaces it in its sheath, and readies his wand of magic missile. He then conjures an unseen servant.


Knowledge Checks -Sky Key Solution Aid Token

GM:
blue: 2hp
blue attack: 1d20 + 1d8 ⇒ (17) + (2) = 19
red touch: 1d20 ⇒ 20

Mannak makes a nasty gash at the first robed man. He retaliates and scores a hit of his own. Mannak takes 5 damage

The one in the red robes begins to speak, his hand glows with necromatic energy.

spellcraft, if you have line of sight on the red cleric DC 18:

He then places his hand against Mannaks head.Mannak needs to give me DC 16 will save.
failed save:
-4 penalty on attack rolls, saves, ability checks and skill checks

A fiendish looking head pops into existence right beside the cleric in blue. It whispers fiendish things in the clerics ears.You instantly know that to be a div and it matches the description of the floating head you have been hearing all day.

Party is up

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 13; T 12: FF 13 | HP 9/18; F +5; R +2; W +4 | CMB +5; CMD 15 | M. Greatsword +6 (2d6+6 S, 19-20/x2); Flail, heavy (Cold Iron) +5 (1d10+6 B, 19-20/x2) | Rage 13/13

Will save: 1d20 + 2 ⇒ (20) + 2 = 22

Scarab Sages

N Male Dwarf Wizard (Thassilonian Specialist [Greed]) 4 | HP: 34/34 | AC: 10 14 (10 Tch, 10 FF) | CMB: +1, CMD: 11 (+4 vs. bull rush/trip) | F: +5, R: +4, W: +6 (+2 vs. poison/spells/SLAs, +2 vs. death effects) | Init: +0 | Perc: +11 (+2 stonecunning)| SM: +3 | TK Fist 7/8 |
Current Conditions:
none
Active Spells:
mage armor, unseen servant

Umrallorn steps forward to peer around the corner and assess the situation. With a wave of his hand, Umrallorn directs his unseen servant into the room. Then, he quickly chants and waves his hands as circles of arcane runes appear about his person. With a clap he finishes his spell and a cloud of golden particles appears around the head and one of humans. The cloud disappears just as quickly as it appeared, but not before it settles about Umrallorn's enemies, clinging to them in a glittering coat.

DC 17 Will save vs. glitterdust.

Knowledge (planes) to identify the head: 1d20 + 13 ⇒ (7) + 13 = 20 +1 vs. demons

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Xavier takes a deep breath, then comes out around the corner into the room as fast as his legs will carry him, whispering inborn arcane words of power as he points a finger to shoot a black ray at the red cultist!

Ranged Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21

The red cultist needs to make a DC 16 Fortitude save vs Ray of Enfeeblement

Strength Damage: 1d6 + 1 ⇒ (6) + 1 = 7
(Save for half = 3)

4 Rounds of Haste remaining


Knowledge Checks -Sky Key Solution Aid Token

GM:
blue: 2hp/blinded
red:3 str damage
green save: 1d20 ⇒ 18
blue save: 1d20 ⇒ 1
red save: 1d20 ⇒ 11

Umrallorn that is a Doru Div...you get 2 questions

Mannak fights off the spell.

The one in blue eyes clamp shut, not being able to see...

The green one just stares at the dwarf, as it spits out the gold flecks that got into its gaping mouth.

Xavier's ray strikes the one in red, but does not do as much as he thought.

Mannak, Tal, Magni and Zartina to act

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Zartina prepares to deal with any spellcasters.

Ready Magic Missile for the next one to start casting, aiming to disrupt.

Spoiler:

MM: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 13; T 12: FF 13 | HP 9/18; F +5; R +2; W +4 | CMB +5; CMD 15 | M. Greatsword +6 (2d6+6 S, 19-20/x2); Flail, heavy (Cold Iron) +5 (1d10+6 B, 19-20/x2) | Rage 13/13

Fighting off the curse bestowed by one of the enemies, Mannak continues to swing his greatsword at the blinded cultist.

Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage, IC: 2d6 + 6 + 1 ⇒ (2, 1) + 6 + 1 = 10

Since I did not move, does the haste spell give me one more attack?

Extra Attack?:
If the first attack puts down the blue cultist, then this attack will be at the red one.
Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage, IC: 2d6 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13


Knowledge Checks -Sky Key Solution Aid Token

Mannak lands another savage blow to the cleric, laying him open, as he slumps to the floor.

His second blow does't hurt the red cleric, deflecting off his breast plate.

Tal and Magni to act

Grand Lodge

Tal continues bolstering his comrades. "Our weapons are greater than those of our enemies! Our magic is stronger!"

Tal casts Grease underneath Red's feet keeping the effect of the spell away from Mannak.

Scarab Sages

N Male Dwarf Wizard (Thassilonian Specialist [Greed]) 4 | HP: 34/34 | AC: 10 14 (10 Tch, 10 FF) | CMB: +1, CMD: 11 (+4 vs. bull rush/trip) | F: +5, R: +4, W: +6 (+2 vs. poison/spells/SLAs, +2 vs. death effects) | Init: +0 | Perc: +11 (+2 stonecunning)| SM: +3 | TK Fist 7/8 |
Current Conditions:
none
Active Spells:
mage armor, unseen servant

Tell me about the doru div's DR and SR, if it has any. I'll take a free action to pass this information along to my party.

"That creature is a doru div. Supposing it is the selfsame creature which escaped from the sealed vaults, it might possess unparalleled knowledge of Ancient Osirion. If possible, I suggest we attempt to capture it for questioning."

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Now that I can see it too...

Knowledge (The Planes): 1d20 + 5 ⇒ (9) + 5 = 14


Knowledge Checks -Sky Key Solution Aid Token

GM:

reflex: 1d20 ⇒ 14

DR/10 cold iron or good and SR 13

The cleric remains standing even with the grease under his feet.

Magni to act


Knowledge Checks -Sky Key Solution Aid Token

GM:
3 str damage
channel neg energy: 3d6 ⇒ (3, 6, 3) = 12

Magni is in delay for now

The cleric focuses and then release a blast of negative energy coming from his holy symbol. Everyone with in the purple circle takes 12 damage. DC 16 will save for half

The floating head turns it self invisible, but the glitter continues to give away its position. It moves over to the cultist.

Party is up..Magni can act twice. Glitter dust remaining for 4 rounds.

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

Using Dark Archive "Enduring Scholar" boon on this save

Will Save: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

*sigh* and now using my VC Polo shirt reroll

Will Save: 1d20 + 5 + 2 + 5 ⇒ (15) + 5 + 2 + 5 = 27

Xavier winces at the sharp stab of negative energy issuing forth from the unholy symbol, then circles around the pillar to his right, extending both hands towards the cleric and glittery head to fire a blast of color at both!

Color Spray

DC 15 Will Save negates

3 Rounds of Haste remaining

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 13; T 12: FF 13 | HP 9/18; F +5; R +2; W +4 | CMB +5; CMD 15 | M. Greatsword +6 (2d6+6 S, 19-20/x2); Flail, heavy (Cold Iron) +5 (1d10+6 B, 19-20/x2) | Rage 13/13

Will save: 1d20 + 2 ⇒ (1) + 2 = 3

Mannak takes the bulk of the negative energy and feels weakened. Gasping for breath, he heaves his greatsword towards the standing cultist twice.

Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
Damage, IC: 2d6 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12

Greatsword 2, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Damage, IC: 2d6 + 6 + 1 ⇒ (4, 5) + 6 + 1 = 16

Down to 1 hp.

Scarab Sages

N Male Dwarf Wizard (Thassilonian Specialist [Greed]) 4 | HP: 34/34 | AC: 10 14 (10 Tch, 10 FF) | CMB: +1, CMD: 11 (+4 vs. bull rush/trip) | F: +5, R: +4, W: +6 (+2 vs. poison/spells/SLAs, +2 vs. death effects) | Init: +0 | Perc: +11 (+2 stonecunning)| SM: +3 | TK Fist 7/8 |
Current Conditions:
none
Active Spells:
mage armor, unseen servant

Umrallorn sees the wave of negative energy rush through the doorway, then steps from behind his cover and points at the downed cleric.

"Retrieve that holy symbol!" he commands his unseen servant.

Sigils of arcane power once again flair to life as Umrallorn summons a flaming sphere to harry the remaining cleric.

DC 17 Relfex save or take: 3d6 ⇒ (4, 6, 4) = 14 fire damage.

Grand Lodge

Will: 1d20 + 6 ⇒ (12) + 6 = 18

Fighting off the brunt of the negative energy Tal moves in to heal his nearly fallen companion as he continues his inspiring words. "Hold steady...this fight is ours!"

CLW: 1d8 + 3 ⇒ (3) + 3 = 6


Knowledge Checks -Sky Key Solution Aid Token

xavier caster level vs SR: 1d20 + 3 ⇒ (9) + 3 = 12

GM:

red will save vs color sprays: 1d20 ⇒ 20
red reflex save vs flaming sphere: 1d20 ⇒ 2
red: 17 hp 3 str damage

The color spray does not have enough umph to harm the floating head, while the cleric just laughs it off.

He manages to also duck the attacks from mannack.

The cleric doesnt laugh as the flaming sphere catches him off guard singing his robes, melting it to his flesh.

Tal moves up to support his injured ally.

Zartina and Magni are up..magni may take two rounds of actions

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Zartina cast Shocking Grasp and moves up to deliver it to Red.

Touch attack: 1d20 + 3 ⇒ (17) + 3 = 20

Spoiler:

Electrical damage: 3d6 ⇒ (4, 3, 3) = 10


Knowledge Checks -Sky Key Solution Aid Token

GM:
Red 7 hp, 3 str damage

Zartina moves up and lands the shocking grasp. Giving him the full effect.

Magni to act, two rounds of actions

Scarab Sages

Male Dwarf Druid 02 HP 19/19 AC: 17 (15 without shield) /T: 12 /FF: 15 - Perception +10 - F: +5 / R: +2 /W: +8 - CMB +0 - CMD +13 - Speed 20 - Init. +4 - Storm Burst per Day: 8/8

Apologies. Nearing the conclusion of 2 job projects plus my regular schedule is draining me out pretty badly...

Magni spends his time summoning a celestial eagle over the cleric's head.

Will Save: 1d20 + 8 ⇒ (13) + 8 = 21

Eagle attacks:
Talon 01: 1d20 + 3 ⇒ (5) + 3 = 8 -> Damage roll: 1d4 ⇒ 2

Talon 02: 1d20 + 3 ⇒ (14) + 3 = 17 -> Damage roll: 1d4 ⇒ 2

Beak: 1d20 + 3 ⇒ (20) + 3 = 23 -> Damage roll: 1d4 ⇒ 3

After that he sends a gust of wind slamming into the cleric!

Storm Burst: 1d1d20 + 3 ⇒ (19) + 3 = 22 -> Damage (NL): 1d6 + 1 ⇒ (5) + 1 = 6

Storm Burst:
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Edit

Critical confirmation check (beak): 1d20 + 3 ⇒ (8) + 3 = 11 -> Damage roll: 1d4 ⇒ 2


Knowledge Checks -Sky Key Solution Aid Token

GM:

1d20 ⇒ 3
Div 4 hp

And out of no where...the dwarf comes in and finishes the cleric.

Magni causes a mini storm to surround the cleric and causes him to drop.

The fiendish head seeing no more clerics, turns invisible once more and heads towards the open door. However, the glittering dust gives away his position.

Mannak, Zartina and Tal may make AOO's if you wish against the flying head.

Party is up

Grand Lodge

M Human | HP: 20/20 | AC: 15 (11 Tch, 14 FF) | Per +0 | CMB: +3, CMD: 14 | F: +2, R: +2, W: +3 | Init: +1 | Spells: Mage Armor (35 minutes) LN Undead Sorceror 3

I have no weapon out.

Grand Lodge

Sadly my rapier is sheathed.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Zartina looks at the Div in disgust and begins explaining its forthcoming death in great detail, as well as the cold recpetion it will find at the Boneyard.

Intimidate to demoralize, +4 for being larger

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

DC:

10+HD+Wis

Then draw cold iron dagger.

Dark Archive

Active Spells: Mage Armor (1hr), Shield (7 rounds) | HP: 14/20 | Current AC: 22 T 14 FF 19 | CMD: 11 | F: +4, R: +6, W: +5 (+2 vs Fear) | Init: +5 | Perc +2 | Male Halfling Sorcerer 3 |

I totally missed that you said we were all up when I checked the thread last night!

Xavier fires another Color Spray at the Div, then backs off to allow the martial party members easier access to attack it!

Overcome SR: 1d20 + 3 ⇒ (10) + 3 = 13

DC 15 Will Save (if that beats its SR)

2 rounds of Haste remaining

Grand Lodge

LOL...I missed the party is up as well!

Maintaining his bardic performance, Tal fires off two arrows at the fleeing creature imbueing it with arcane magic.

Attack: 1d20 + 8 ⇒ (12) + 8 = 20, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 8 ⇒ (18) + 8 = 26, Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Human Barbarian | Init +4; Perc +7 | AC 13; T 12: FF 13 | HP 9/18; F +5; R +2; W +4 | CMB +5; CMD 15 | M. Greatsword +6 (2d6+6 S, 19-20/x2); Flail, heavy (Cold Iron) +5 (1d10+6 B, 19-20/x2) | Rage 13/13

"Block the exit, it's getting away!

AO Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24

Damage: 2d6 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14

Mannak then runs up towards the fleeing head and takes another swing with his greatsword.

Greatsword, IC, Haste: 1d20 + 6 + 1 + 1 ⇒ (9) + 6 + 1 + 1 = 17

Damage: 2d6 + 6 + 1 ⇒ (6, 1) + 6 + 1 = 14

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