Gark's "And Madness Followed" (Inactive)

Game Master Human

Investigating the transformation of a highland village, four travelers find portents of unfathomable misfortune. They follow a band of mysterious humanoids to a larger town, only to find it, too, thrown into chaos. At last, they catch the performers in the act of opening a portal to the distant city of Carcosa, and defeat a host of enemies to defend a city from corruption.


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Male Cetakin Wizard/9

Take 10 on K. Local for 19

"If I recall correctly, around this time a ferry and the ticket house should most absolutely be operating... I must council care, companions."

Let's creep around the area all stealthy-like


You scout the ferries, ticket house, and loading ramps as stealthily as possible. Checking the muddy waiting yard, you find a great deal of footprints, though most of them seem to have been made before this afternoon's rain.

Perception A H P S: 4d20 ⇒ (4, 8, 14, 16) = 42

Suchak is checking a wagon ramp near a boat named The Copper Wing when he notices an odd scrap of paper.

It reads:
Premiere Engagement!

One Night Only at the Lamid Amphitheater!

Sophia Lasilaran and the King's Players Present:
THE KING IN YELLOW

Performance Begins at Dusk


Male Cetakin Wizard/9

It's rather an impressive sight, watching a whale gulp in mild panic.

"...so, chaps; would you forgive some consternation at the fact that this play involves the color yellow?"

This tri-pronged yellow symbol; does it bear any similarity to a crown?


I think Podrick has not attempted all of these checks yet? If so you can still try them now. And no, not a crown, as far as you can tell.


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

"That...is not good. Anyone feeling up to taking in a play?"


Male Cetakin Wizard/9

K. Arcana- 1d20 + 17 ⇒ (11) + 17 = 28
K. Geography- 1d20 + 9 ⇒ (3) + 9 = 12
K. Religion- 1d20 + 9 ⇒ (2) + 9 = 11
Wah Wah Wah Wahhh


Male Cetakin Wizard/9

Podrick nods with rare grimness.


Horn-the-loping-terejakk's toothy maw closes in what might be a terethunderers' grimace.

In a low, reptilian voice, he says "Very well then. Lets continue on to Lamid."

Horn can assist a STR check but (even in huge form) isn't the strongest: currently 13 STR (21 for carrying capacity)...which I realize now means he can really only offer a ride to Suchak and Aught...I'm assuming Large Pod weighs too much.
.
If we can't manage that, I could turn into a (equiv of a) Elasmasaurus to swim folks across.

Str check: 1d20 + 1 ⇒ (16) + 1 = 17


The group climbs aboard the Brass Fin and unties it from its mooring. Horn is chained to the winch in the center of the boat and slowly cranks it across, though he strains a leg muscle pushing through the current.

Don't worry about the weight thing; you guys were traveling slow to look for tracks most of the time anyways.

Incidentally, does anyone have a light source for Horn? Not entirely necessary just yet but it will likely be useful in the coming encounter.

On the docks side, Suchak can smell the familiar odors of ripe fish and sewage. However, the taverns are unusually dark, seemingly empty, and as the group comes up through the mercantile district they see not a single shop open. The bar Podrick and Aught rested in is shuttered as well. There are sometimes lights visible in upper stories, but as far as the group can tell no one is left outdoors. Until they hear screaming.

As you approach the Town Square, hoping to investigate the Lamid Amphitheater, the screams grow louder. Rounding the last corner, you see a group of humanoids in front of a great haphazard wall of piled carts, boxes, and rubble. The people look to be triaxians and gnomes from all walks of life - some in the tightly-tailored outfits of shop-keepers, but others wearing the triangle-cut tunics of local farmers, and others seeming to only be wearing pajamas. As you come closer, though, you can see that all garments are torn, muddy, or bloodstained, and the humanoids carry swords and light shields. The screams sound like they're coming from beyond the barricade.

The band seems focused on someone in its center, a triaxian with basalt-colored skin and wrinkles around his eyes. He seems to be the first to notice the approaching poet-whale, terejakk, and companions.

"Halt! Are you friend?" he says, raising his torch up above the heads of his fellows. The band of townsfolk turns to face you, and you notice two sentries on top of the barricade do so as well.

Knowledge (local) DC 15:
The man with the torch is Constable Colbert Radcliff, appointed by Mayor Geoff Bresnik some fifteen years ago to take over as head of law enforcement in Lamid. He and the mayor are close friends.


Male Cetakin Wizard/9

Exultant in the water, Podrick swims along next to the boat, four glowing white-and-blue lights shining above him, illuminating the party's journey through the current.

Cast Dancing Lights
Take 10 on K. Local for 19

"Constable Radcliff" Podrick whispers to the group. "Close friend of the mayor, tread carefully."

The cetakin casts a worried look towards the barricade.


HP: 41/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9| Init +2| Perception +12, 19/25 Bloodrages
Current Stats:
HP: 110/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9|

With Podrick's warning, the winter guard takes a more defensive hold on his bardiche.
He whispers to his companions "...those screams... They came from beyond their barricade. We must get beyond the wall."


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

Likewise 10 on Local for a 23. Also I could roll and see if my weapon glows.

"Ho, Constable! We come in friendship! We've been tracking the source of a destroyed town and it seems we've arrived not a moment too soon!


One of the townsfolk, a gnome with half a pair of glasses tied in front of one eye, waves their dagger at the approaching group. "Hey, you aren't by any chance Podrick of Mudsedge, are you? I've heard of your works!"

Constable Radcliff nods wearily to Suchak, then looks down at his grey-suited underling. "Are they trustworthy?" he asks in a scratchy voice.

The gnome nods, but is cut off by a particularly shrill screech from beyond the barricade. "The King came for us all, and he granted us the wisdom of Carcosa!" calls something that sounds like a man.

Radcliff turns to face the newcomers once again, and you can see the wrinkles under his eyes are purple with weariness. "Welcome, travelers. I would offer you hospitality, but with the current state of Lamid I'm afraid there is no time. Will you help us man the barricades? And - would you be willing to send that great tere over to fight what lies beyond?"


Horn-the-Great-Tere speaks, saying "This is not my usual form -- I am Horn of the Ghoan Plains, Season Keeper. Still, tell me of what lies beyond and I may well fight, as best I can."


Radcliff looks up at the terejakk with a start. "A - a Season Keeper! Thank Erastil," he says, inclining his head. "Two nights ago, something horrific happened in the Amphitheater. Our friends, family, and neighbors turned into monsters - monsters nothing like teres, or stilt-runners, or even frost worms. They are intelligent, and they know it is just a matter of time before they whittle us down and eat through the rest of the town."

As Radcliff finishes saying this, you hear the same voice shouting from beyond the barricade, "He chose some, they are his children now!"

The constable gives a weary sigh. "Those that didn't turn foul went mad, and most of those had died by the time the militia arrived. There's at least one left, somewhere in the bottom of the Amphitheater. Geoff." He coughs, then looks in the eyes of each traveler in turn. "The mayor. If you and perhaps your companions could disperse the mob of monsters and save Mayor Bresnik, the militia can handle the rest."

The gnome with the broken glasses chimes in. "Watch for Kthunk Cihlar. He was once a hero, here, but his family's magic is strongest when the Stranger shines and I believe that made his corruption all the worse. He was a gnome, like me, and carries a greataxe even now."

When you're ready to climb over:
Scrambling over the twenty-foot wall of wagons and rubble, you see the Town Square utterly changed since your last visit. There are still wagons and produce stalls, but they have been knocked over, torn apart, and splattered with blood. The smell of moldering fruit mingles with that of bloating corpses and a strange boggy odor, and you can see dozens of bodies in various states of wholeness littered on the cobblestones. As you move towards the amphitheater, you spot a transformed townsfolk twitching tentacles limply in an alleyway and a trio of corpses hanging through broken second-story windows.

Crunching over the remains of a few shattered lanterns, you enter the square.

Post a Stealth, Perception, and Initiative check. Also note any buff spells and where you're casting them (it's about 60' from the barricade to the edge of the square), along with other preparations. The designers put spoilers on the map so I won't post it until the surprise round starts.


The great terejakk nods to the gnome. "We will do our best."

Turning to his companions, he turn again into the form of a whirling wind and says, "Let me summon some more Ghoan plainsrunners to aid in the coming battle. Once I summon them, I can grant us all haste as well, as Podrick did in our last confrontation."

Horn will cast his spells from atop the wall of rubble, so that the plainsrunners don't need to scale it.

_____________________

Plainsrunners: 1d3 + 1 ⇒ (2) + 1 = 3

Wildshape to small air elemental.
Convert Flame Strike > Summon Nature's Allies IV, summoning 3 auroch-like plainsrunners.
Then cast Haste on Podrick, Suchak, Aught, Himself, and his three Plainsrunners. When all are ready...

Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 23 ⇒ (4) + 23 = 27
Initiative: 1d20 + 6 ⇒ (19) + 6 = 25


Male Cetakin Wizard/9

"Hold, hold" counsels Podrick, raising a cautioning fin. "Let's see what we're dealing with first, mayhaps?"

Rising up from the ground, he peers over the barricade at the transformed villagers.

Init: 1d20 - 1 ⇒ (9) - 1 = 8
Perception: 1d20 ⇒ 6


HP: 41/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9| Init +2| Perception +12, 19/25 Bloodrages
Current Stats:
HP: 110/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9|

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Aught tries his best to ascend the makeshift barrier as quietly as possibly, yet, under his weight, he can't help but cause some noise. He apologizes to the others for being so noisy as he dusts himself off.


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

Stealth: 1d20 + 20 ⇒ (7) + 20 = 27

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

Initiative: 1d20 + 8 ⇒ (9) + 8 = 17

Suchak also enters Poisoner's Stance and puts Wasp poison on his blade on the way there, swapping to Formless Dance the next round.


Podrick can see several corpses from on top of the rubble wall. He also notices a familiar three-pronged symbol drawn in blood on one of the wagons down below.

You cannot see any monsters from on top of the wall, though you will see one in an alleyway once you move forward. (The buildings obscure your view of most everything but the street leading to the barricade.)

After Horn casts his first spell, Aught, Horn, and Suchak hear bubbling, clicking sounds from ahead. The sound goes on.

Podrick, did you want to cast any spells, or should we move on? I'll give you about eight hours before posting the surprise round.


I'll start the surprise round combat now and Podrick can post a couple rounds of spellcasting/other preparation if desired.

The squishing, clicking sounds continue even as the group climbs down, moving forward into the square. From the same area, everyone also hears a strange susurrus like a hundred triaxians whispering. Further south the man in the square shouts, "The Harbinger brought us gifts from the King in Yellow!"

Podrick Stealth?: 1d20 - 5 ⇒ (11) - 5 = 6

GM Screen:
K Perception: 1d20 + 3 ⇒ (15) + 3 = 18
K Stealth: 1d20 + 4 ⇒ (7) + 4 = 11
M Perception: 1d20 + 2 ⇒ (10) + 2 = 12
M Stealth: 1d20 - 13 ⇒ (2) - 13 = -11
Aand looks like no one's unaware of their opponents, so no surprise round.
K Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
M Initiative: 1d20 - 1 ⇒ (20) - 1 = 19

Initiative Order:
Monster K
Horn
Monster M
Suchak
Aught
Podrick

The squishing sounds suddenly cease. In the light of Podrick's ice-blue torches, you see a small figure running towards you. The green-skinned gnome-thing rests the tip of its gore-caked greataxe on the bloodstained street, waves its undulating mandibles at you, and draws a cloud of gangrene-green vapor out of midair. The thick vapor quickly spreads twenty feet high and forty feet wide, obscuring your view of the rest of the square and the gnome itself.

Spellcraft DC 18:
Stinking cloud as a spell-like ability.
Knowledge (arcana) DC 22:
The gnome-thing is under the effects of a strength-enhancing spell.

Bull's strength.

Knowledge (arcana) DC 22:
The gnome-thing's rubbery arms are magically elongated.

Long arm.

Knowledge (dungeoneering) DC 14:
The gnome has felt the influence of a power from beyond the Dark Tapestry, and has been irrevocably altered by that touch of corruption. It/he is now half-farspawn.

More info if you beat the DC by 5 or more, as usual.

Mousing over the comments on the right of the map will highlight the items those comments are discussing (e.g. the radius of the cloud).

Horn is up!


Male Cetakin Wizard/9

Sorry, had a bad couple of days for posting.

"Oh dear" mutters Podrick distastefully at the vile creature.

Auto-pass Spellcraft
K. Arcana: 1d20 + 17 ⇒ (6) + 17 = 23
K. Dungeoneering: 1d20 + 9 ⇒ (15) + 9 = 24

"A nauseous cloud... It should not persist for more than a minute!"

Not going to do any actions until receive some knowledge info on the creature's traits- immune to mind-affecting, etc


Gark, as a Small Air Elemental, I can take on a whirlwind form. I know that "A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round." and suspect that the whirlwind is a strong wind. My question: can I attempt to disperse it without risking exposure to the stink myself? (Since my wildshape is the equiv of elemental shape I, I don't have Elemental Immunities.)
.
EDIT, I think I'll attempt it either way and roll a save in case it's needed. Also, please add 3 plainsrunners to the map, right in front of our party.

Horn-the-whirling-wind shifts and extends, whirling faster, until he is a 20' tornado, reminiscent of those that send dustballs rolling across the Ghoan plains.

He says, "Allow me to handle this." and motions to his Plainsrunners not to charge in until the cloud is gone. He then flies above the cloud and starts to funnel it harmlessly away from his allies...doing his best to avoid smelling it in the process.

Fort vs Stink: 1d20 + 10 ⇒ (15) + 10 = 25


Podrick, but anyone can read:
Podrick remembers finding a book about these creatures while cataloging Garen's library back in Mudsedge. According to the research in that volume, half-farspawn creatures seem to have senses much like the slug-creatures the group fought earlier, though their echolocation is of a much higher pitch. They are not immune to mind-affecting spells, but as the gnome is no longer really a gnome, it would not be affected by spells targeting humanoids. Half-farspawn are immune to poison, which might explain why this individual included himself in the cloud of vapors.

Podrick also thinks that the gnome-thing's gelid form is so amorphous that he must be hacked apart wholly to be destroyed. His coruscating flesh is an affront to the minds of creatures of this world, and he is thus slightly harder for those creatures to hit.

Blindsight 60 ft., immune poison, and alien form (natural weapons treated as magic for overcoming DR, cannot be flanked, is not subject to extra damage from critical hits, and creatures native to Golarion's solar system take a -1 morale penalty on attack rolls against him). Also, you can try the other Knowledge (arcana) check for the second spoiler if you missed it . . . and I just noticed it should be DC 21 instead of 22.

Horn, since you're funneling the fog through your form, I'd say you still have to make the save (and make it you did). Also, since air elementals are sort of "solid air," I'd say they don't leak very much - they might draw some into their bodies but not enough to create a strong wind. You'll be able to clear squares your form occupies but it won't work as a radius effect. See the map for proposed movement for clearing out the fog (really it's only gonna take you another couple rounds or so to clear it completely).

And yeah, sorry about the plainsrunners. I didn't remember them until after I shut down my computer last night :( Unfortunately since they're Large one of them winds up in the cloud radius now . . . Fortitude O plainsrunner (Augmented Summoning): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 - It passes.

Horn-as-the-whirling-wind wafts above the ground, kicking up clouds of dust as he moves past his summoned plainsrunners. His form of the gyre quickly adapts to the sickening fog, and he quickly clears a good section ahead of the group. His furthest plainsrunner momentarily panics as the wind passes over its head, but snorts happily when the noxious fumes around it dissipate.

If you (Horn) have actions for the plainsrunners, you've got a window to post them now. Will be putting up the second monster's turn in just a bit.


The travelers still cannot see the mutated gnome, but just after Horn whisks through the cloud they hear the sound of something very large moving. Surging out of the mist are a throng of transformed triaxians much like you saw in Hallowfeld; you can hear many more behind them. They wield crude spikes and pitchforks in something like mockery of the townsfolk you just left moments ago.

It's a pain to keep track of all their squares AND keep it hidden from you guys, but technically you would only be able to see the one square that Horn cleared. Feel free to make Knowledge (dungeoneering) checks on these guys; the mob template (converted with liberties from 3.5) works a lot like swarms, and I'll give a bit more info if you make the dungeoneering check (in addition to the template that makes them transformed).

Suchak is up! Aught and Podrick may also post advance actions.


As he clears a swath of space behind him, Horn-the-whirling-wind catches a glimpse of the raving man in the square. Then he hears the mob coming their way.

He nods to his plainsrunners and they go through the space he just cleared, stampeding over mob and then the man in the midst of his ravings.

fort 2: 1d20 + 8 ⇒ (9) + 8 = 17
fort 3: 1d20 + 8 ⇒ (11) + 8 = 19

trample vs mob: 2d6 + 12 ⇒ (5, 5) + 12 = 22
trample vs mob: 2d6 + 12 ⇒ (6, 5) + 12 = 23
trample vs mob: 2d6 + 12 ⇒ (6, 3) + 12 = 21

trample vs man: 2d6 + 12 ⇒ (3, 6) + 12 = 21
trample vs man: 2d6 + 12 ⇒ (2, 3) + 12 = 17
trample vs man: 2d6 + 12 ⇒ (1, 6) + 12 = 19

EDITED because I didn't initially see Gark's latest post


The mob moved after you - if you'd like to have the plainsrunners move north (I just added the "original mob location" to the map) and attack the mob there, you could do that, though that won't leave them with enough move to trample the raving man as well.

If you keep the movement on the map:
As the great horned plainsrunners charge through the mists, a long axe suddenly snakes out towards them. Horn hears the gnome tearing into his summoned monsters, but it also sounds like their hooves connected a few times.

Greataxe AOO on O: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Slashing, magic: 1d10 + 11 + 3 ⇒ (3) + 11 + 3 = 17
O trample vs. gnome: 2d6 + 11 ⇒ (3, 3) + 11 = 17 Gnome Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Greataxe AOO on H: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 Slashing, magic: 1d10 + 11 + 3 ⇒ (3) + 11 + 3 = 17
H trample vs. gnome: 2d6 + 11 ⇒ (4, 6) + 11 = 21 Gnome Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Greataxe AOO on G: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 Slashing, magic: 1d10 + 11 + 3 ⇒ (6) + 11 + 3 = 20
G trample vs. gnome: 2d6 + 11 ⇒ (2, 4) + 11 = 17 Gnome Reflex: 1d20 + 7 ⇒ (5) + 7 = 12
(He's got Combat Reflexes)

Horn sees the Ghoan plainsrunners tearing out of the fog with great lacerations along their flanks, but still alive. The creatures charge down among broken seats, bodies, and into a pool of dark water at the bottom of the amphitheater. They trample the unarmed triaxian into the water, and he does not rise.

Suchak is up!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How tall are the buildings?


About 25 feet high.


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

Suchak enters his defensive stance and teleports to a nearby roof, then proceeds to run across the rooftop to find a better vantage point.

+3 Shield bonus to AC. Used Fading Leap to teleport 60 feet as a Move action, then ran from there.


Suchak sees a press of hideously deformed triaxians wielding broken timbers, stones, discarded weapons, and farming implements. They are moving chaotically towards the street he just escaped from, gurgling and thrashing feelers and gelatinous wing-fins in what seems to be anticipation. In the center of the mob, on the edge of the nauseating mist, he can see the gnome still grips its dark-slicked greataxe, fresh blood running down its face.

Looking over the edge of the mist, he can also see the Lamid Amphitheater in the center of the square. It has been torn to shreds - seats are broken and corpses are strewn everywhere, and at the bottom, in the center of the stage, are three feet of brackish, dark water. The Yellow Sign has been crudely drawn on most every surface he can see.

Aught is up!


Keeping the movement I drew on the map works for me; I wouldn't have seen the mob up in the corner to direct them that way anyway, it seems like.
.
Note though, Trample says:
"Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage."
.
It looks like the gnome did both the AoOs and the reflex saves...but it should've probably been one or the other (unless I'm missing something).


You heard the whispering up there, though yeah you couldn't really know if they were enemies at that point.

The AOOs are for exiting threatened squares, not for the trample. (The gnome seems to have a rather long reach.) Edit: Looking into trample and movement AOOs. This thread seems to have a consensus that overrun still provokes from movement, at least if the trample target has reach.


HP: 41/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9| Init +2| Perception +12, 19/25 Bloodrages
Current Stats:
HP: 110/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9|

Aught steadies his bardiche and eyes Suchak as he runs on the rooftops.
What could he possibly be doing?
He moves forward, hasted by Podrick's magic and settles near the stinking cloud.
Just a move for now. Don't want to wade into the cloud or rage until we know where the mayor is.


Do you want to ready an action? You do not know where the mayor is, but Horn's plainsrunners just trampled a madman at the bottom of the amphitheater.

Podrick is up!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

By the by, if the mob subtype is so much like the Swarm one, wouldn't the Troop subtype have worked for them? I'd imagine they're functionally similar.


I hadn't heard of the troop subtype! But yes, that would have worked pretty well. The only differences are that this is a disorganized mob (not a unit), and it has about twice as many creatures in it as the troop subtype.

Edit: god dang it, I was just looking over the template again and saw that mobs are subject to stinking cloud. I'll roll a Fort save for this round and then move them back a bit if they fail. Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15 All right, no issues.


Male Cetakin Wizard/9

A rising chorus of notes in whalesong ripple out across the square.

Phantasms of the deep rise to my aid, tricks of current and heat and salt... ARISE!

Scattering reagents from a purse strapped to his side, Podrick summons into existence a mighty cube of rock-hard coral to entrap the crowd utterly, forcing them close, unable to move. On his allies' request, a blink of concentration enables a window in the coral to retract, allowing arrows and magics to pour in.

Cast Silent Image, DC 20 Will save to recognize the wall as an illusion and pass through; if a member does and they can communicate it to the rest, they get +4 on the save


Podrick, the mist is obscuring most of the crowd from your vantage point. I'll run with you just setting up a generic rectangular wall (blue on map) with some guidance from Suchak, but that means they still get a bit of space to move around in, and there's not enough cubes left for a ceiling. Thoughts?

Podrick's illusory prison quickly confuses the mob, and they seem to be readying their makeshift weapons.


The gnome in the center of the chaos throws back its head, turning its skull inside-out and exposing a nest of writhing tentacles. It gurgles, weaving the tentacles back and forth, and seems to cast a spell, but Suchak cannot see any immediate effect. It then slides further into the toxic mist, moving out of sight of the sky-priest.

Stealth: 1d20 + 4 ⇒ (9) + 4 = 13 Edit: Treating this as conditions akin to invisibility, since fog cloud says you can't use sight to locate creatures beyond five feet.

Perception DC 33:
The half-farspawn has moved closer to the whirlwind.

2 squares east of Horn and 1 square north.

Horn is up! And I'm off to bed.


Horn manages to hear a telltale gurgle and squilurp as the once-gnome moves into the mist, betraying his location.

He stills his stomach as best he can and methodically clears away the rest of the noxious cloud before rising higher into the air above the town, looking for a better vantage point.

Meanwhile he motions for the bloodied plainsrunner-spirits to once again enter danger, sending them on a path to trample over the mob and the thing that was once a gnome.

______________

Perception: 1d20 + 23 ⇒ (16) + 23 = 39

Fort: 1d20 + 10 ⇒ (6) + 10 = 16

Trample v crowd: 2d6 + 12 ⇒ (5, 1) + 12 = 18
Trample v crowd: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Trample v crowd: 2d6 + 12 ⇒ (4, 4) + 12 = 20

Trample v gnome: 2d6 + 12 ⇒ (2, 5) + 12 = 19
Trample v gnome: 2d6 + 12 ⇒ (6, 2) + 12 = 20
Trample v gnome: 2d6 + 12 ⇒ (5, 3) + 12 = 20


Horn-as-the-whirling-wind whisks away the rest of the cloud, leaving only a stinking pocket inside the building Suchak sits atop. The crowd of transformed triaxians roars and whimpers in yet more confusion as wind swirls around their heads.

The plainsrunners lower their horns and charge up-slope again, aiming for the song-built wall of coral that hides the squirming mob. They veer too close to the gnome, though, and his blood-caked blade swings with incredible speed out of the darkness.

Not sure which end of the line is "start" but either way he gets a chance to hit 'em before they can trample anyone (15 ft. reach).
Greataxe AOO on O: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 Magic, slashing: 1d10 + 11 + 3 + 3 ⇒ (4) + 11 + 3 + 3 = 21
Greataxe AOO on H: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 Magic, slashing: 1d10 + 11 + 3 + 3 ⇒ (5) + 11 + 3 + 3 = 22
Greataxe AOO on G: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 Magic, slashing: 1d10 + 11 + 3 + 3 ⇒ (3) + 11 + 3 + 3 = 20

The gnome cuts the left legs off the first plainsrunner, and it skids through the wall of coral, dissipating into dust. Before Horn can issue a warning, the second's head is bouncing down towards the pool of water. And as the third plainsrunner charges up towards the wall, its belly comes open. In seconds, each plainsrunner's form quickly reverts to a scattering of plain Ghoan soil.

Suchak and Horn see the mob swarm up against the walls of its new prison, trying to tear them apart.

Will: 1d20 ⇒ 5

Though the squirming horde swings their timbers and pitchforks, they seem not to notice their weapons have no effect. Meanwhile, the ones on the inside of the mass look upward to the sky-priest on the roof.

Suchak, watching from above, suddenly notices a contingent of the mutated townsfolk have started throwing their weapons towards him. The volley of stones, fragments of metal, and shards of glass rain down on the clay roof around him.

Suchak must make a DC 8 Reflex save to halve Piercing: 3d6 ⇒ (2, 4, 6) = 12 damage (this is an area effect).

Suchak is up!


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

Ref: 1d20 + 13 ⇒ (20) + 13 = 33

What a waste of a 20. Though since I have Evasion, I take no damage I believe. Out of curiosity, is EVERYTHING in this AP immune to precision damage/has this template? That would make me a very sad panda. A good half (or more) of my abilities are precision, based on/trigger on crits, or poison.

Suchak enters his rapid throwing stance, paying no heed to the tossed objects of the mob below.

Attack 1: 1d20 + 14 ⇒ (3) + 14 = 17

Rapid Shot: 1d20 + 14 ⇒ (12) + 14 = 26

Damage?: 1d4 + 9 ⇒ (2) + 9 = 11

Broken Blade: 1d20 + 14 ⇒ (7) + 14 = 21

Damage?: 1d4 + 9 ⇒ (2) + 9 = 11

Iterative: 1d20 + 9 ⇒ (6) + 9 = 15

I'm assuming the other two missed unless this guy's AC is atrocious.


Actually only Kthunk and the mob have been immune to criticals. The mob is the only thing immune to precision damage, unless I'm forgetting something.

And yeah, evasion definitely saves you from the damage. Though not from that misuse of a roll :(

Are you including haste in those rolls?

Suchak's first throw goes too far, sailing through the wall of coral before returning to his belt in an instant. His second slices through part of the gnome's rubbery skull, lightly wounding it, but his following throws seem to waft sideways at the last second and miss like the first. You notice he seems to be bleeding slightly less than should be normal, and his strength seems to have increased even over that provided by his magic.

Podrick, Suchak, or Horn DC 21 Knowledge (arcana):
The corrupted gnome seems to have an invisible circle of force moving around his body, protecting him from Suchak's attacks.

Shield.

Aught is up!


HP: 62/62| AC: 25 (29 Barkskin) Touch: 19 FF: 17 (Uncanny Dodge)|Fort +7 Ref +13 Will +10| Init +8| Perception +16, Sense Motive +16, Darkvision and Scent

I didn't realize we had Haste, actually. Since we do, here's my extra attack:

1d20 + 15 ⇒ (15) + 15 = 30

Damage: 1d4 + 9 ⇒ (2) + 9 = 11

Also, is Kthunk immune to poison? If not, DC 16 Fort save against wasp poison.

I thought he had the same template as the others, making hm immune to Precision damage, which is why I held off on my Deadly Strike swift action thingy.


Nah, it's the mob template that makes them immune to precision. Though honestly I don't remember saying that before the previous post.

The blade lops off one of the gnome's lashing tentacles, and it hisses in anger.

Immune poison, yeah.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It's in that one spoiler to Podrick you said everyone could read.


HP: 41/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9| Init +2| Perception +12, 19/25 Bloodrages
Current Stats:
HP: 110/110| AC: 19 Touch: 13 FF: 17 |Fort +13 Ref +7 Will +9|

This may be a dumb question, but does the silent image wall grant concealment to the mob? If not, would attacking through it cause the mob to disbelieve?


I don't think so?

GM Gark wrote:

Podrick remembers finding a book about these creatures while cataloging Garen's library back in Mudsedge. According to the research in that volume, half-farspawn creatures seem to have senses much like the slug-creatures the group fought earlier, though their echolocation is of a much higher pitch. They are not immune to mind-affecting spells, but as the gnome is no longer really a gnome, it would not be affected by spells targeting humanoids. Half-farspawn are immune to poison, which might explain why this individual included himself in the cloud of vapors.

Podrick also thinks that the gnome-thing's gelid form is so amorphous that he must be hacked apart wholly to be destroyed. His coruscating flesh is an affront to the minds of creatures of this world, and he is thus slightly harder for those creatures to hit.
Blindsight 60 ft., immune poison, and alien form (natural weapons treated as magic for overcoming DR, cannot be flanked, is not subject to extra damage from critical hits, and creatures native to Golarion's solar system take a -1 morale penalty on attack rolls against him). Also, you can try the other Knowledge (arcana) check for the second spoiler if you missed it . . . and I just noticed it should be DC 21 instead of 22.

This one? It's all about the gnome (not the mob), and it doesn't say anything about precision damage. Unless your precision damage relies on flanking or critical hits . . .


Aught: I think it does count as (total) concealment. You'd have to roll a Will save of your own to swing a melee weapon through it, though no, that wouldn't give the mob another save.

Might research this when I get home but I don't think there'll be much.

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