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 Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
GM Gark wrote:
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 . . .

Yar. Deadly Strike has a clause that anything immune to crits or precision is immune to it.


Male Cetakin Wizard/9

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.

No concealment


Aught's weapon is a slashing polearm so I don't think you can make a window big enough for him to see and then swing through without giving the mob a chance to escape. Though that runs into issues of actions and initiatives . . . and I'm not really sure what action it is to alter silent image.

Edit: For this turn, let's just assume it works. Here's a thread for the latter concern if you guys want to chime in.


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 takes advantage of Podrick's wide opening in the coral wall and strikes at the mob.
Power Attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (3) + 12 + 1 + 1 - 3 = 14
Damage: 1d10 + 4 + 9 + 1 ⇒ (3) + 4 + 9 + 1 = 17


Aught swings through the opening, neatly separating one transformed triaxian's head from its torso. As the window closes behind his blade, he sees the mob trampling the corpse and can smell its odious blood.

Podrick is up!


Male Cetakin Wizard/9

Yeah, letting me freely illusion-alteration shenanigan is probably unwise.

Podrick glides over the field, notes still rippling out to maintain the form of the cage; "Well fought, friends, well fought! Only a little more whittling down to go I would say..." Still vibrantly colorful as if fresh from the sea itself, the coral cage traps the crowd of madpeople like rats in a trap.

Maintain concentration on Silent Image, keep opening up portals for Aught and the rest. Could probably just make a permanently-open window for you to swing through if you all got next to the prison to block exits.


Incidentally, I moved Aught's figure to the square furthest from the gnome but closest to the mob, so he could attack. If he'd rather be one square south that's fine by me.

Suddenly, the half-farspawn speaks. "Project your arms to the up west," it says, voice calm, almost gnomish, but for a strange disjointedness. Suchak, Horn, and Podrick cannot see how it can talk, given that the interior of its skull is still distended and waving.

1d4 + 2 ⇒ (4) + 2 = 6 WELP. Good luck . . .

As the creature speaks, it points up at Podrick, then steps towards the wall, beginning to squelch and gibber again. It thrusts one hand in flourishes almost like those of a sorcerer, then suddenly splits into seven identical copies.

Spellcraft DC 22 for anyone but Aught:
Mirror image.
Since Podrick's only opening the wall upon request, Aught can't see what the gnome's up to.

Round 3: 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

Let's try and trim down some of these.

Suchak unleashes a flury of attacks at the new cadre of gnome things.

Attack 1: 1d20 + 15 ⇒ (16) + 15 = 31

1d7 ⇒ 5

Hits an image.

Broken Blade: 1d20 + 15 ⇒ (15) + 15 = 30

1d6 ⇒ 5

Hits an image.

Haste: 1d20 + 15 ⇒ (2) + 15 = 17

1d5 ⇒ 5

Hits an image, I hope.

Rapid Shot: 1d20 + 15 ⇒ (9) + 15 = 24

1d4 ⇒ 3

Hits an image.

Iterative: 1d20 + 10 ⇒ (15) + 10 = 25

1d3 ⇒ 1

And hits an image.

Suchak's attacks never hit their mark, but he does thin out the field of images for his companions.


And I JUST now noticed, it was actually Horn's turn, not Suchak's. We can leave Suchak at this initiative if you (he) want(s), but Horn also has an action before the mob moves.

Also, the 17 won't hit the gnome or any images, so 2 images remaining.


Horn flies over the 'walled pen' and throws a flurry of snowballs down at the mob and the farspawn-gnome.

damage (DC 18 for 1/2 damage): 4d6 ⇒ (3, 5, 6, 1) = 15

Fine with switching order.
.
Staying 25' off the ground, throwing straight down. Note, I seem to have lost my avatar under the mob...
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I outlined what I think the rough area of my attack is...but my main goal is to get the gnome + as much as possible of the mob. If I can do that without hitting Suchak I will. If not...I suspect he'll dodge all damage anyway.


No damage to Suchak, since you're pretty much at the same elevation as him.

The false gnomes quickly vanish as Suchak's starknife sails through them. Horn's snowballs then rain down on the crowd, coating them in freezing water that seems to actually slow down what parts of the monsters are still heat-loving summerborn.

Reflex K: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex M: 1d20 - 1 ⇒ (10) - 1 = 9

The half-farspawn dodges most of the flurry, but a freezing ice glob sticks in his mouth-nest, and another tears through the flesh of one of his cartilaginous fingers. Voice now slightly chilled with rage, he intones, "No, still those above."

At the direction of the bleeding warrior, the mob throws another scattering of rocks and weapons up at Suchak, now catching the whirlwind in their throws.

DC 8 Reflex save for Suchak and Horn to halve Piercing: 3d6 ⇒ (3, 2, 1) = 6 area damage. Horn, could you clarify for me - is the bottom of your whirlwind 25 feet above the ground, or is the bottom of your whirlwind just above the heads of the mob? I'm assuming the former but if the latter is true, you'll take melee damage as well.

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

1d20 + 13 ⇒ (10) + 13 = 23

Suchak dodges all of the thrown items without even trying.


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|

Again, Aught swings his mighty bardiche through Podrick's openings in an attempt to wittle the monstrous mob down.
Full Round Action
Power Attack 1: 1d20 + 12 + 1 + 1 - 3 ⇒ (1) + 12 + 1 + 1 - 3 = 12
Damage: 1d10 + 4 + 9 + 1 ⇒ (8) + 4 + 9 + 1 = 22

Power Attack Iterative: 1d20 + 7 + 1 + 1 - 3 ⇒ (17) + 7 + 1 + 1 - 3 = 23
Damage: 1d10 + 4 + 9 + 1 ⇒ (5) + 4 + 9 + 1 = 19

Hasted Power Attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (4) + 12 + 1 + 1 - 3 = 15
Damage: 1d10 + 4 + 9 + 1 ⇒ (10) + 4 + 9 + 1 = 24


Aught fumbles his first swing, falling slightly off-balance, but shifts back to his center and cleaves through four of the monsters in two more strikes.

Podrick is up!


Male Cetakin Wizard/9

Podrick's notes rise to a new crescendo, the coral prison rippling and growing at his direction. A small chimney extends up from the coral, high enough as to be nearly impossible to climb out from, yet easy for Horn to launch is snowballs down into the horde. Idly cartwheeling with satisfaction, Podrick readies to open another portal for Suchak when asked. "Keep on, fellows!"

Maintain concentration


Podrick maintains the coral prison, still ready to sing open windows when his companions strike.

Inside the prison, the gnome switches its grasp on its axe. It lifts the blade up over its head, cleaves through the wall of the prison, and brings the bloody head down towards Aught's shoulder. In the blink of an eye, it steps up and grasps for the Keeper with the four claw-tipped tentacles protruding from its mouth, then swings the blade again at the Keeper's midsection.

Greataxe: 1d20 + 16 ⇒ (11) + 16 = 27 Magic, slashing: 1d10 + 17 ⇒ (4) + 17 = 21
Greataxe: 1d20 + 11 ⇒ (18) + 11 = 29 Magic, slashing: 1d10 + 17 ⇒ (8) + 17 = 25
Tentacle: 1d20 + 9 ⇒ (3) + 9 = 12 Bludgeoning, magic: 1d3 + 5 ⇒ (2) + 5 = 7
Tentacle: 1d20 + 9 ⇒ (4) + 9 = 13 Bludgeoning, magic: 1d3 + 5 ⇒ (2) + 5 = 7
Tentacle: 1d20 + 9 ⇒ (15) + 9 = 24 Bludgeoning, magic: 1d3 + 5 ⇒ (2) + 5 = 7
Tentacle: 1d20 + 9 ⇒ (16) + 9 = 25 Bludgeoning, magic: 1d3 + 5 ⇒ (2) + 5 = 7
Total of 60 damage to Aught, I think.

In the light of Podrick's ice-torches, you see Aught now has a deep cut through what would be a collarbone on a humanoid, and has a long gash in the side. The Winter Guard has also been slashed across the face by a couple of the half-farspawn's tentacles, though the other two glanced off harmlessly.

Also in the light of those torches, you notice the mob watching their leader's strikes. "Pass through," the gnome-thing says over his shoulder, and you can see some of the monsters already moving towards his wall.

Round 4: Suchak is up! Horn may post advance actions as well.


That's one tough little gnome!

Seeing the horrid once-gnome tear into his companion, Horn-the-whirling-wind flies down behind Aught (taking care not to create an opening for the viscious axe) and calls on the healing winds of the Ghoan prairie to blow over the Winter Guard...taking the edge off the worst of his injuries.

Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Concentration (DC 23): 1d20 + 15 ⇒ (16) + 15 = 31
Cure Serious: 3d8 + 9 ⇒ (5, 2, 8) + 9 = 24


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 continues to try and hit the mutated gnome, hopefully before he kills one of their ompanions.

Since I know now it will work, spending a swift action to activate my Deadly Strike for the next two rounds.

Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25

1d3 ⇒ 1

Pops an image.

Broken Blade: 1d20 + 15 ⇒ (19) + 15 = 34

1d2 ⇒ 2

Whoop whoop.

Damage: 1d4 + 3d8 + 9 ⇒ (3) + (6, 7, 8) + 9 = 33

Haste: 1d20 + 15 ⇒ (15) + 15 = 30

1d2 ⇒ 2

Sweet.

Damage: 1d4 + 3d8 + 9 ⇒ (2) + (8, 2, 2) + 9 = 23

Rapid Shot: 1d20 + 15 ⇒ (3) + 15 = 18

Iterative: 1d20 + 10 ⇒ (10) + 10 = 20

And the last two hit, but I think the Iterative pops his last image?


Are you still in whirlwind form? If so, I think you don't need to worry about AOOs (though I think it'd be your last turn in that form). Also, I think that square's the corner of the building so you'd need to be a bit east or south?

And yeah - turns out aberrant bloodline is one of the most powerful D: I just picked it because it was appropriate . . .


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

What, for Bloodrager I'm guessing? Yeah. Aberrant, Abyssal, and Arcane are the big 3 for that class. Most of the other Bloodlines are sadly junk, though a few (like Destined) have some nifty tricks.


Rereading it, I see "A creature in whirlwind form cannot make its normal attacks" which I think means I would've needed to let it go last round (which is fine, no change to that round or this one). I'm curious though, you mentioned it having a max duration. Where do you see that? Either way, consider him just a regular small air elemental.
.
I moved Horn "on top of" Podrick on the map. Consider him to be 10' off the ground (the highest he could be to cast a touch spell on Aught).


Suchak dissipates one of the mirages surrounding the gnome, then with two quick throws nearly severs the monster's "head" from its neck. A sickening odor emits from the quickly-leaking wound, and you can tell that the creature is only staying upright thanks to its twisted anatomy.

Iterative doesn't hit AC-5, no.

E: Horn:

UMR wrote:
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have.

You're probably right about the spellcasting. Why would it be 10' rather than 5', though?

Working on mob actions now.


Horn-the-whirling-wind flies across the battlefield and quickly descends behind and above his wounded companion. Whisking the air of the Plains of Ghoa around his friend, he closes the shoulder gash and begins to rebuild the stone where the gnome's tentacles lashed it. Hiding behind and above the warrior, he is able to avoid opening himself to an attack from the monster.

As Horn casts his spell, one of the transformed triaxians at the head of the mob gingerly pushes its arm through the wall. The mob, screeching and gurgling in surprise, quickly follows through the coral wall and begins swarming around the Keeper, pressing in and hacking with rubble and pitchforks. A few stab their broken implements up at the being of wind above them.

Mob movement provokes an AOO from Aught and Horn. Assuming they don't wipe the mob out, Aught and Horn then take 3d6 ⇒ (1, 5, 5) = 11 piercing damage.

Aught is up! Podrick may also post advance actions.


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|

Can I power attack as an AoO?
If so:

Power Attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (2) + 12 + 1 + 1 - 3 = 13
Damage: 1d10 + 4 + 9 + 1 ⇒ (1) + 4 + 9 + 1 = 15

If not, use the same rolls with an attack bonus of +15 and an attack bonus of +5

The gnome's vicious attack sends the Keeper into a rage. Arcane energy manifests around Aught and his skin begins to crackle with a bright orange energy. He becomes a messy blur of volatile energies.
"Foul monster!"
Activate Blood Rage with both Blur and Displacement.
Full round power attack on Mr. Little Man

Power Attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (5) + 12 + 1 + 1 - 3 = 16
Damage: 1d10 + 7 + 9 + 1 ⇒ (2) + 7 + 9 + 1 = 19

Power Attack Iterative: 1d20 + 7 + 1 + 1 - 3 ⇒ (17) + 7 + 1 + 1 - 3 = 23
Damage: 1d10 + 7 + 9 + 1 ⇒ (8) + 7 + 9 + 1 = 25

Hasted Power Attack: 1d20 + 12 + 1 + 1 - 3 ⇒ (16) + 12 + 1 + 1 - 3 = 27
Damage: 1d10 + 7 + 9 + 1 ⇒ (1) + 7 + 9 + 1 = 18

had to make this post using my phone so I apologize if anything is wonky


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

Power Attack is a non-action, so it can be activated on any attack you make. In point of fact, if you used Power Attack last turn, any AoOs you make MUST use Power Attack.

Also, Blur doesn't stack with Displacement, so the two are redunant. Of the remaining options, Protection From Arrows would give you near immunity to the mob's ranged attack, and Spider Climb would perhaps allow you to flee up to the rooftop with Suchak if need be.


Rynjin's got it right. It's also worth noting that the gnome guy has blindsight, so he wouldn't be affected by either of those protective spells. The mob damage ignores cover and concealment as long as you're inside their space or reach, so it also wouldn't be a ton of use there. If you wanna pick different spells feel free!

Aught slashes two of the mob members as they move past him, then pushes back through the press to swing at the tiny man. As glowing energy swirls around his body, he becomes more difficult to hit, but his strikes only manage to discharge the gnome's last false image.

Gnome's got soft cover from the mob if you do move back, so only the last attack hits AC-5.

Podrick is up!


Male Cetakin Wizard/9

"Containment sadly seems folly... Back away, I should say!"

Momentarily ending his medley, the coral prison shatters into disappearing dust as the cetakin flies back a little, then takes a breath and sings the sun down to strike the crowd. "Lonely is the swim of the deep sea angler, yet its kind create the stars!" he trills in whalesong then common.

Shadow Evocation to cast Fireball on them all, missing allies
DC 24 Will save to take only 20% damage, DC 24 Reflex save to halve 9d6 ⇒ (5, 1, 2, 1, 5, 4, 6, 6, 2) = 32fire damage.


Podrick SR check? vs K: 1d20 + 9 ⇒ (8) + 9 = 17 K Will: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25 K Reflex: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 Not sure if Podrick's modifier is only +9. If it's even a point higher the spell successfully affects the gnome.
Podrick SR? vs M: 1d20 + 9 ⇒ (17) + 9 = 26 M Will: 1d20 ⇒ 1 M Reflex: 1d20 - 1 ⇒ (1) - 1 = 0 . . . Welp.

The gnome's corrupted magic seems to flare into a nigh-visible aura around it, saving it from the cleansing, shadowy sun. The searing heat engulfs nearly a fifth of the mob, however, bubbling their flesh and leaving a half-score of blackened, withered bodies as the fire fades. The smell is acrid, but also slightly reminiscent of boiled stonesnails.

Only about two-thirds of the squelching morass is still moving.

If Podrick's CL isn't any higher:

Stepping forward through the press, the gnome swings its axe at the whirlwind floating above.

One AOO from Horn before this can occur:
Greataxe: 1d20 + 16 ⇒ (16) + 16 = 32 Magic, slashing: 1d10 + 17 ⇒ (3) + 17 = 20

It swipes through the pure air of Horn's elemental body, slightly disrupting the energy that keeps him from diffusing in the four winds.

Round 5: Suchak is up! Horn may also post advance actions.


Male Cetakin Wizard/9

Not any higher.


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 holds his Starknife between both hands and it begins to spin of its own accord, glowing faintly with an inner fire.

"I'm going to pin him down. If he's still alive, finish him off!" Suchak cries down to Aught and Horn.

BLAZING WHIRLWIND ATTAAAACK!: 1d20 + 17 ⇒ (13) + 17 = 30

Cmb check: 1d20 + 13 ⇒ (15) + 13 = 28

Damage: 1d4 + 3d8 + 4d6 + 18 ⇒ (2) + (3, 7, 3) + (2, 5, 2, 3) + 18 = 45

Suchak focuses himself, and fires his weapon at Kthunk, battering him with a whirlwind that seeks to drive him to the ground and hold him there.

Swift: Night's Knife (add my Heal ranks to damage), Standard: Focused Solar Lance, which makes my attack deal an additiona 4d6 damage, and knocks the target creature Prone and also Pins (as the improved Grappled condition) the opponent beneath a whirlwind. If he's not dead yet, he's probaby having a bad day. I hope.


The blazing starknife spins down and bears the gnome to the ground, tearing it to gibbets. Foul-smelling ichor splatters over Aught, Horn, and the crowd around them, and there seem to be only shreds of muscle and cartilage remaining once the whirlwind clears.

I figure the mob only grants partial cover, for an assailant that high up.

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


Horn howls like the bitter wind as the once-gnome's blade damages his wind-form.

He flies further up into the air and sends a swarm of night-bicas down to try to damage and distract it.

_____________

Fly to 45' from ground. Cast summon swarm.


Mob AOO for Horn movement: 1d20 + 1 ⇒ (13) + 1 = 14 Piercing: 3d6 ⇒ (3, 1, 3) = 7
Swarm damage?: 1d6 ⇒ 2
Mob Fortitude vs. distraction: 1d20 + 1 ⇒ (7) + 1 = 8

The thin wings of the night-bicas make a keening sound as they coalesce around the heads of the mob. One creature with only a lumpy, spined pseudopod below its waist topples over, bleeding from a thousand bites. The mob seems mostly focused on beating back the bats, but is having little success.

Mob damage to Aught: 3d6 ⇒ (4, 6, 5) = 15

Aught is up!


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|

The alabaster beast lets out a hoarse roar as a burst of yellow and red energy swirls about him.
Spell Eating 2nd-level: 2d8 ⇒ (3, 2) = 5
His smallest wounds healed, he continues to swing at the mob.
Power Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d10 + 17 ⇒ (4) + 17 = 21
edit: potentially a crit, though I'd prefer you to roll confirmation so I don't skew the rest of my rolls

Iterative: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 + 17 ⇒ (2) + 17 = 19

Hasted Power Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d10 + 17 ⇒ (1) + 17 = 18

my previous post must've been lost while using my phone. I'll activate spider climb instead of blur.
swift action to eat a 2nd Level spell and heal (as per spell eating) and then full attack. +5hp from spell eating, +2hp from fast healing


The mob's immune to crits, so I won't bother rolling. If you roll a critical threat, though, it's totally OK to just append it at the end of your post - that's what I normally do.

Aught half-seals some of the scratches the mob's given him, then swings his blade with renewed frenzy. Half a dozen transformed triaxians fall to pieces as he hacks away.

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


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 determines himself to end the threat of the mob this round as well.

Because his player just remembered a boost he prepared that MASSIVELY increases his damage

He cracks his knuckles and grips his starknife tights, and the metal grows denser, with jagged teeth showing themselves on the edges of the blades.

Attack 1: 1d20 + 15 ⇒ (13) + 15 = 28

Damage: 1d4 + 4d6 + 9 ⇒ (1) + (4, 1, 2, 5) + 9 = 22

Broken Blade: 1d20 + 15 ⇒ (19) + 15 = 34

Damage: 1d4 + 4d6 + 9 ⇒ (1) + (4, 2, 4, 1) + 9 = 21

Rapid Shot: 1d20 + 15 ⇒ (6) + 15 = 21

Damage: 1d4 + 4d6 + 9 ⇒ (3) + (3, 1, 2, 6) + 9 = 24

Haste: 1d20 + 15 ⇒ (9) + 15 = 24

Damage: 1d4 + 4d6 + 9 ⇒ (1) + (1, 1, 1, 6) + 9 = 19

Iterative: 1d20 + 10 ⇒ (15) + 10 = 25

Damage: 1d4 + 4d6 + 9 ⇒ (3) + (2, 1, 4, 3) + 9 = 22

Swift to activate Iron knuckle, then full attack.


Horn will just keep concentrating on his swarm of night-bicas, as they harry the mob.


Male Cetakin Wizard/9

"Mayhaps some light to blind and not guide... Oh do forgive me, onwards fellows!" Podrick shouts encouragement along with another medley of notes: "Glow of the sea, danger or guide; bring unto me the truth!"

A shower of golden sand bursts down onto the crowd, blinding their eyes.

DC 19 Glitterdust to hit as many as possible in the crowd with a 10ft burst.


Will: 1d20 ⇒ 13 Area shown on map (I'm assuming you didn't want to capture Aught and the swarm in the effect).
Swarm damage to mob: 1d6 ⇒ 2
Fortitude: 1d20 + 1 ⇒ (6) + 1 = 7

The eastern portion of the writhing mob grows even more disorganized as it is blinded by Podrick's scintillating storm of sand. They are completely blindsided by Suchak's flurry of heavy, damaging starknives, each of which barrel through swathes of the transformed townsfolk, hacking off tentacles and squirming sacs. Only a third of the gelid humanoids remain standing, and the bats swarm around those few.

The mob disperses, fleeing the bats. Several of the corrupted townsfolk take a swing at Aught, but they seem sluggish, lacking their earlier hunger.

Mob damage to Aught: 3d6 ⇒ (4, 3, 6) = 13
Will again at the end of mob turn: 1d20 ⇒ 3

Aught is up! You all may post advance actions, as well.


Just continuing my swarm at this point. Also taking a look & listen around from in the air for other threats or oddities.

Perception: 1d20 + 23 ⇒ (17) + 23 = 40


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|

Fighting through the pain, Aught grips his bardiche tighter and continues to swing violently.

Power Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d10 + 17 ⇒ (10) + 17 = 27

Power Attack iterative: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d10 + 17 ⇒ (4) + 17 = 21

Hasted Power Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d10 + 17 ⇒ (2) + 17 = 19


Speaking of pain, could you check and update your hp total? Horn, I believe, also took damage in this battle.

Aught spins his bardiche around, cleaving through the last remaining transformed townsfolk to assail him. A few wounded creatures squelch feebly away, but should you choose to pursue them they are quickly cut down. The night-bica swarm, meanwhile, flutters around Aught for another few seconds before falling to dust as Horn breaks the spell.

I'll assume that you guys can outpace the swarm with haste, or else Podrick blasts it away before it can harm anyone.

The bloody battle is over in less than a minute, and you are left with the gruesome aftermath. About fifty corrupted townsfolk, their flesh soft and warm and odious, lie dead on the cobblestones. The half-farspawn gnome, probably the same Kthunk Cihlar described to you before, has been torn to ribbons. His greataxe and breastplate, however, seem relatively undamaged, along with a couple vials of red liquid, a cloak, and an amulet.

The night is still cold and damp, and now the square is suffused with the stench of dying monsters. On the ground, yellow blood mixes with mud from this afternoon's rains, and the blood of whole triaxians and other humanoids from several nights before. You see Yellow Signs painted on many buildings, and note again the lone floating corpse at the bottom of the Amphitheater.

After about half a minute, you hear shouts from behind and see orange torchlight approaching. Constable Radcliff is carrying a longsword and a torch, and walks at the head of the militia. "Ho! Podrick of Mudsedge, Horn Season-Keeper, and allies! Do you live?"


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

"We're fine, mostly!" Suchak calls in reply, though he's somewhat distracted by recovering his used abilities.

Don't know if something else is going to pop back out at us so it's safer not to wait a minute for them to recharge. If we're going round by round, Suchak will take a Full Round action to recover his maneuvers. Though while doing so he may still move up to his speed and gains a +4 Insight to his AC.


Ah, yeah.

Horn spies nothing hostile coming towards the group.

The constable leads his force to the edge of the square, then wades through the slough of stinking bodies to speak to Aught and anyone else who comes to ground level. "Gods, you look like you could use a rest. Or a drink. I'll have Waehyra find you four a place to wash up and get some food, and we'll take care of the cleanup. Before you go, tell me - did you see the mayor?"


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 flickers from sight and reappears on the ground next to the constable.

"I didn't see him myself, so he may still be out here...assuming he's not one of these poor souls." Suchak says, gesturing towards the dead and corrupted townsfolk.


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|

The keeper falls to his knees, supporting himself only by his trusty polearm. Polychromatic ichor oozed from the various wounds on his body, in shimmering reds, yellows, and indigos. As he speaks, Aught struggles to catch his breath. "Aye, w-what a battle. Heh it's been q-q-quite awhile since I've par-partaken in a scrap like that."

He pulls himself up and staggers his way towards the others, tightly gripping his side.

Aught was at 55, dropped rage and is now at 37


Horn-the-whirling-wind descends. In the voice of a whipping wind he asks the Constable "Where might he be? I am happy to aid in the search, if useful."

Then, turning to his companions, he says, "I have a wand here which can help you to recover, though it isn't instantaneous. Gather round and I will heal you." (Wand of Infernal Healing. 1 charge heals 10 HP over 10 rounds. Horn will use as many charges as folks ask for...just let me know. At minimum I'll use 2 charges on myself, bringing myself to full in 2 minutes)

Glancing over at the remains of the once-gnome, he adds to Podrick, ”While I tend to the wounded, do you want to see if there’s anything of use to be found on his remains?”

Tracking:

HP 49/69
Place Magic 9/9
Totem Transformations 9/9
Walk the Lines 6/6
Wild Shape (dinosaur) 1/2
Wild Shape (other) 1/2
Pounce 2/2

Druid (Saurian Shaman) Spells Remaining (CL 9th; concentration +15):
. . 5th—blessing of the salamander (DC 21), control winds [D] (DC 21), stoneskin
. . 4th—air walk, aspect of the stag [D], cure serious wounds, flame strike (DC 20)
. . 3rd—cure moderate wounds, haste [D], remove disease, sleet storm, wind wall
. . 2nd—barkskin, chameleon stride [D], flurry of snowballs (DC 18), lesser restoration, resist energy (2), summon swarm
. . 1st—call animal, expeditious excavation, faerie fire, magic fang, mount [D], obscuring mist, windy escape
. . 0 (at will)—create water, detect magic, purify food and drink (DC 16), read magic

Buffs Air elemental form (7 hrs) +2 dex, +2 nat armor, darkvision, 60’ flight, whirlwind ability


Constable Radcliff nods. "We'll look for him. He wasn't turned monstrous, judging by his voice, but he was surely out of his wits and may be hiding now." He turns to Horn. "I would be honored by your assistance. We heard him yelling from the Amphitheater earlier."

As Horn and his friends are healed, the Constable splits his forces into teams of six. One group heads back towards the barricade to deliver news of your success, one group heads down to check the Amphitheater for Mayor Bresnik, and three more groups head off to search the rest of the city center for any surviving townsfolk, whether corrupted or not. Radcliff and the gnome with the broken glasses stay behind. "Feel free to take those," Radcliff tells you, indicating Kthunk's old combat gear. "He had no family here."

The gnome offers a hand to each group member. "I'm Waehyra, by the way. Once you're ready we'll go down to the docks and see if we can't get an inn to open up for you all. It's the least we can do, after what you just did."

Horn, do you have something that lets you use infernal healing as a druid? Podrick can cast it, I know.

Mob loot: A lot of pitchforks and broken peasants' outfits
Kthunk loot: (Magic) Small greataxe, (magic) Small breastplate, 2 (magic) vials of red liquid, (magic) cloak, and (magic) amulet

After about half a minute, you hear a shout from the stage area at the bottom of the Amphitheater. "Found him! Sir, I'm sorry!" you hear a woman's voice yell. Shortly afterwards, the team climbs to the top of the Amphitheater, carrying a limp, wet corpse between them. One of the men, his eyes downcast, explains, "It's Mayor Bresnik. I think the mob ran over him, 'cause his head's all bashed in. You won't want to look, Colbert."


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...unfortunate. We are sorry we couldn't save him."


Constable Radcliff nods, grimacing. He stares blankly at the Mayor's broken form until Waehyra prods him.

"Colbert, why don't you take them six and go get the rest of the bodies? I'll look after these heroes," the gnome says, straightening the broken glasses.

The Constable tears his gaze away to look at the travelers again. "Yes, I'll do that. I may see you four tomorrow. If not, warm wishes and many thanks." He stumbles off towards the lip of the Amphitheater.

Anything else to do here? Otherwise, feel free to describe how you spend the night (you'll be offered rooms in a high-quality inn, though the rooms will be mostly deserted; night life is pretty sparse, as well).

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