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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Sorry for the delay. Just needed to get home and be able to check the magazine, because I didn't copy the last little bit of it. ALSO I got Distant Worlds as a late birthday present so I was checking that for any useful info. And WHEW long post.

As the mask tears in two, the yellow light grows in an instant to a blinding flash. You hear the distinct sound of waves crashing very close by, and a bilious, slightly salty scent suddenly assails your nostrils. Blinking, you see a wave of dark water crashing through the backdrop behind the stage, and a vision of a vast lake all around you. The world seems to shimmer - at one moment you are in an overwarm, shadowy playhouse with the screams of innocents filling your ears, but in the next moment, you are standing in the shallows of a great, brackish lake. At the far side of the lake rise high, alien towers, and above you hang twin, garish suns and a clutch of moons black against their light.

Red Will: 1d20 + 2 ⇒ (19) + 2 = 21
Green Will: 1d20 + 2 ⇒ (14) + 2 = 16
Yellow Will: 1d20 + 2 ⇒ (7) + 2 = 9
Purple Will: 1d20 + 2 ⇒ (17) + 2 = 19
Blue Will: 1d20 + 2 ⇒ (16) + 2 = 18
Yellow is frightened by the portal for 1d4 ⇒ 1 rounds. Red, Green, Purple, and Blue are merely shaken for 1 round. You can make a Knowledge (arcana) check to identify the effect.

As water rushes into the theater, something is borne in along with it. A misshapen menace resembling a nauseating mix of octopoid, insectoid, and humanoid limbs, with a hideous face that is nearly all mouth, flops over the throne and Sophia's body with a sickening crunch.

You may make Knowledge (dungeoneering) checks to identify the creature.
Enoch Will: 1d20 + 8 ⇒ (6) + 8 = 14 Using the table: 1d100 ⇒ 20
Horn Will: 1d20 + 14 ⇒ (6) + 14 = 20 1d100 ⇒ 28
Red Will: 1d20 + 2 ⇒ (11) + 2 = 13 1d100 ⇒ 60
Green Will: 1d20 + 2 ⇒ (14) + 2 = 16 1d100 ⇒ 52
Yellow Will: 1d20 + 2 ⇒ (10) + 2 = 12 1d100 ⇒ 22
Purple Will: 1d20 + 2 ⇒ (9) + 2 = 11 1d100 ⇒ 86
Blue Will: 1d20 + 2 ⇒ (2) + 2 = 4 1d100 ⇒ 89
Merdak Will: 1d20 + 6 ⇒ (9) + 6 = 15 1d100 ⇒ 64
Suchak Will: 1d20 + 10 ⇒ (8) + 10 = 18 1d100 ⇒ 55
Podrick Will: 1d20 + 9 ⇒ (15) + 9 = 24
Potifer Will: 1d20 + 5 ⇒ (17) + 5 = 22
Aught Will: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 1d100 ⇒ 55
EVERYONE but Podrick, the satyr, and the attendant are confused for 1 round. Enoch and the Yellow velocijakk* will act normally unless they are attacked.
- This overlaps with the conditions of the teres who are already confused as per the spell. The d%s above are the only ones they need to roll this round.
- While confused, you can still choose your character's mode of attack. Since this is a one-shot, though, feel free to pick your most deadly methods.
- If you are attacked between now and your next turn, you will automatically attack the creature that most recently attacked you.
*Still frightened by the portal, though, so it only attacks if it cannot escape.

At the sight of the alien monstrosity, Horn starts squawking furiously, and the scene on stage devolves into utter, irreparable chaos. The creature sweeps its tentacles across the stage, scratching Aught and Merdak and plucking up one of the summoned velocijakks. It lunges upwards at Enoch, and though the magician dodges its enormous mouth, she cannot avoid two of its lashing tentacles and a vicious claw. Those close to the creature, and the portal, feel their perception of reality altering, and their minds suddenly importuned by alien thoughts.

d8 clockwise around it.
1d8 ⇒ 1 Bite on Enoch: 1d20 + 16 ⇒ (1) + 16 = 17 B/S/P: 2d6 + 9 ⇒ (3, 2) + 9 = 14 1d6 ⇒ 6
1d8 ⇒ 5 Claw on Horn: 1d20 + 14 ⇒ (2) + 14 = 16 S: 1d8 + 4 ⇒ (7) + 4 = 11
1d8 ⇒ 1 Claw on Enoch: 1d20 + 14 ⇒ (11) + 14 = 25 S: 1d8 + 4 ⇒ (5) + 4 = 9
1d8 ⇒ 8 Tentacle on Merdak: 1d20 + 14 ⇒ (9) + 14 = 23 B: 1d6 + 4 ⇒ (2) + 4 = 6 Grab: 1d20 ⇒ 12
1d8 ⇒ 1 Tentacle on Enoch: 1d20 + 14 ⇒ (20) + 14 = 34 S: 1d6 + 4 ⇒ (4) + 4 = 8 Grab: 1d20 ⇒ 9
1d8 ⇒ 6 Tentacle on Aught: 1d20 + 14 ⇒ (4) + 14 = 18 S: 1d6 + 4 ⇒ (5) + 4 = 9 Grab: 1d20 ⇒ 13
1d8 ⇒ 1 Tentacle on Enoch: 1d20 + 14 ⇒ (12) + 14 = 26 S: 1d6 + 4 ⇒ (1) + 4 = 5 Grab: 1d20 ⇒ 5
1d8 ⇒ 7 Tentacle on Yellow : 1d20 + 14 ⇒ (14) + 14 = 28 S: 1d6 + 4 ⇒ (4) + 4 = 8 Grab: 1d20 ⇒ 17
1d8 ⇒ 7 Tentacle on Yellow: 1d20 + 14 ⇒ (18) + 14 = 32 S: 1d6 + 4 ⇒ (5) + 4 = 9 Grab: 1d20 ⇒ 14
2nd tentacle confirm: 1d20 + 14 ⇒ (17) + 14 = 31 Extra damage: 1d6 + 4 ⇒ (1) + 4 = 5
For reference:
- Aught, Horn, Enoch, and Merdak must all attack the thing from the lake on their turns.
- The Yellow velocijakk takes an additional 17 damage on top of what it had before (if any?), and is now grappled by the thing from the lake.
- Aught takes 9 damage (assuming AC in quickbar isn't including rage). I did not forget displacement.

Merdak growls in anger at the beast and nocks a trio of arrows. Before she can let loose, though, the horrid lake-dweller lunges down and bites off her arm. She collapses into the brackish lakewater, which is now about thigh-deep.

Bite AOO on Merdak: 1d20 + 16 ⇒ (12) + 16 = 28 B/S/P: 2d6 + 9 ⇒ (3, 5) + 9 = 17 1d6 ⇒ 5
Water is difficult terrain, which is why she didn't just 5' step to cover.

Suchak is up! He is slated to be damaging himself for 1d8 but I need to go to bed, so I will leave the rolling up to him.


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 will spend a Ki point to get a +4 bonus on his save as an Immediate. Does that change the result?


Yeah, that saves you. For future reference, will you be able to use that ability again in this fight, and is it before the roll is made, after the roll is made but before the result is revealed, or after the result is revealed? (Need to know what to spoiler.)


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

It doesn't really specify: "At 7th level, the stalker may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action.". So your call. And yes, I can use it up to 5 more times (I have 6 Ki total).


I'll say you get to see your roll but not the result, then.

You're 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

"No. Please go back where you came from." Suchak says as he stares at the tentacle beast in horror.

He steps back a little bit and unloads on the creature.

5 Attacks:

Attack 1: 1d20 + 14 ⇒ (20) + 14 = 34

Damage: 1d6 + 9 ⇒ (1) + 9 = 10

Broken Blade: 1d20 + 14 ⇒ (10) + 14 = 24

Damage: 1d6 + 9 ⇒ (2) + 9 = 11

Haste: 1d20 + 14 ⇒ (14) + 14 = 28

Damage: 1d6 + 9 ⇒ (5) + 9 = 14

Rapid Shot: 1d20 + 14 ⇒ (6) + 14 = 20

Damage: 1d6 + 9 ⇒ (3) + 9 = 12

Iterative: 1d20 + 14 ⇒ (14) + 14 = 28

Damage: 1d6 + 9 ⇒ (2) + 9 = 11

Confirm Attack 1?: 1d20 + 14 ⇒ (3) + 14 = 17

Crit Damage?: 2d6 + 18 + 3d8 ⇒ (6, 2) + 18 + (7, 2, 4) = 39


Need to check the DR when I get home but I remembered to record its AC. Attacks 1, 3, and 5 hit, but 1 does not confirm.

Suchak spins a flurry of blades up at the monster, nicking a few of its limbs. As he steps back, the water pours down into the well between stage and seating, and quickly reaches up to the hem of his clothing.

Up by the black-curtained foyer, the theater attendant seems to shiver again. Podrick notices the summoned satyr adopting an almost non-combative pose in relation to the floating triaxian, which then floats down towards the stage.

Satyr Will: 1d20 + 8 ⇒ (5) + 8 = 13
You may make Spellcraft checks to identify the effect or a Sense Motive check to notice what's different about the satyr's demeanor.

Podrick is up!


Male Cetakin Wizard/9

Spellcraft 1d20 + 17 ⇒ (16) + 17 = 33
K. Dungeoneering 1d20 + 9 ⇒ (2) + 9 = 11

"What ocean's depths are now called to rip the minds of landswimmers asunder... I shall REPEL!" Ignoring the teeth-marks in his hide, ignoring the creatures nibbling at his flippers, he soars up into the air and lets out another, terrifying scream to shatter the eardrums of the lake-creature and its summoner. "BY SHADOW'S CALL I CRY YOU INTO THE DARKNESS FROM WHICH YOU CAME!"

Move up triggering AOOs, Shadow Evocation for Shout
DC 24 Will save to take only 20% damage, DC 24 Fortitude save to not be deafened for 2d6 ⇒ (6, 3) = 9 = 7 rounds and half 5d6 ⇒ (2, 2, 2, 6, 5) = 17
30ft burst, given my movement speed and ability to fly I should be able to get only the yellow-man and the river creature


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

Need to check the DR when I get home but I remembered to record its AC. Attacks 1, 3, and 5 hit, but 1 does not confirm.

Just remembered something, I have a +2 Competence bonus to confirm criticals (jesus this class has a lot of shit that almost never comes into play). Probably doesn't change anything, but you never know.


Podrick identifies the strange attendant's power as powerful magic of enchantment. He has no memory of any records of anything like this lake-creature.

Charm monster as a SLA.

Horn, now that I look at these stats again, I'm wondering if maybe you forgot to include the +1 attack and damage die reduction from the reduced size? Will run with that for now.
Talon AOO on Podrick: 1d20 + 6 ⇒ (19) + 6 = 25 S: 1d6 + 2 ⇒ (6) + 2 = 8
Talon AOO on Podrick: 1d20 + 6 ⇒ (8) + 6 = 14 S: 1d6 + 2 ⇒ (1) + 2 = 3
11 more damage to Podrick

Enoch Will: 1d20 + 8 ⇒ (19) + 8 = 27 Enoch Fortitude: 1d20 + 8 ⇒ (6) + 8 = 14
Podrick CL: 1d20 + 9 ⇒ (18) + 9 = 27 T Will: 1d20 + 14 ⇒ (4) + 14 = 18 T Fortitude: 1d20 + 15 ⇒ (20) + 15 = 35

Enoch's head swivels towards the poet-whale as he keens once again, causing dust to sift down from the rafters. The creature from the lake makes a high-pitched noise something like a triaxian giggle as the waves of pressure tear into its flesh; it seems wounded, but not terribly so.

Aught is up! You are compelled to attack the thing from the lake this turn, but your method of attack is up to you. Note also that the water is difficult terrain.


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|

Horn castes Air Walk on Aught, so the water shouldnt be much of a problem
The terrified Keeper swings his bardiche frantically at the tentacled horror. His instinct tells him to not let up, to attack with all his might, as They programmed him to do.

Power Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d10 + 19 ⇒ (5) + 19 = 24

Iterative: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 19 ⇒ (5) + 19 = 24

Haste: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d10 + 19 ⇒ (5) + 19 = 24

I'm sure he's immune to critical hits but here's for good measure
Confirm 1: 1d20 + 13 ⇒ (11) + 13 = 24
Confirm 2: 1d20 + 8 ⇒ (14) + 8 = 22
Confirm 3: 1d20 + 13 ⇒ (10) + 13 = 23

damage: 1d10 + 19 ⇒ (2) + 19 = 21
damage: 1d10 + 19 ⇒ (4) + 19 = 23
damage: 1d10 + 19 ⇒ (2) + 19 = 21


The water's mostly a problem because it means you can't five-foot-step back and full attack. So you have to spend a move action either moving a square backward through difficult terrain, or climbing upwards at half speed (fortunately, the monster will not take AOOs against you for either). First attack hits, though it does not confirm.

Aught cleaves through one of the monster's tentacles, just barely failing to completely sever it. He feels a sense of vicious satisfaction in the act, and seems to see the yellow sky of the portal-world more clearly as he does so.

From the southern end of the playhouse, you hear a loud splintering sound, followed by a few cries of pain and the sound of many feet. Those looking towards that end of the theater see the crowd pressing towards the exits, trampling over each other in their haste to escape the satyr and the horrific portal.

Above the monster, the magician robed in yellow screams ear-piercingly in reply to Podrick's shout. She pulls out a vial of something yellow, dribbles a little on her palm, and blows the fine dust towards Podrick, reciting, "K’nel e nman minet yerekhayin."

Low is bad for PCs: 1d100 ⇒ 53 Podrick Will: 1d20 + 9 ⇒ (7) + 9 = 16
You may make a Spellcraft check to ID the spell and a Knowledge (arcana) check to ID the effect.

Podrick's eyes close, and the cetakin drops like a stone.

Lethal: 1d6 ⇒ 4 Nonlethal: 1d6 ⇒ 3
Podrick takes 4 damage and 3 nonlethal damage.

Fortunately, there is a pool of rapidly growing water beneath him, and his fall is partly broken by the sour-smelling liquid. Podrick quickly wakens to the sensation of bodily slamming into this, then the ground.

And of course it's only NOW that I realize the thing from the lake couldn't even reach Enoch, before . . .

Round 4: Horn is up!


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

Why would Pod fall from the air? He's using magical flight.


Here and here.


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

Man, if I'd known that I'd have one more dead PC on my hands in Carrion Crown right now. Nothin' like being at -4 and falling from 30 feet up into a vat of acid to make you rethink your life choices!


Male Cetakin Wizard/9

Damn, knew I should have gotten a familiar to peck me and wake me up


NPCing Horn. A crap-ton of rolls in this one :/

Flame strike: 10d6 ⇒ (4, 5, 6, 3, 2, 1, 3, 3, 4, 4) = 35
Enoch Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Horn CL: 1d20 + 10 ⇒ (9) + 10 = 19 T Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

Horn finds a brief focus in his confusion, and calls a pillar of divine fire down on the writhing monster. Enoch is (un-)fortuitously caught in the blaze, and though she seems unscorched, the pure divine energy wreathes her head in magic, and she falls into the steaming water beneath Horn's target. The fire turns the creature's skin a charred black, and it lets out a gurgling, less energetic chitter.

Horn Round 4: Activate place magic (swift action), cast flame strike on Enoch and lake creature (standard action).

The satyr, sensing Horn's shift in purpose, slowly moves down the stairs towards the stage, drawing its bow in the process.

Satyr Round 4: Movement (move action) and draw weapon as part of movement (free action).

The two velocijakks that earlier cut Podrick run around in dizzied circles, bashing into each other and the seats and churning foam from the dark water.

Red self-injury: 1d8 + 2 ⇒ (3) + 2 = 5
Red Round 4: "Attack" self for 5 damage (standard action).
Green self-injury: 1d8 + 2 ⇒ (4) + 2 = 6
Green Round 4: "Attack" self for 6 damage (standard action).

The poor young velocijakk ensnared by the creature from the strange lake hisses, clawing and biting in rage and terror. It is unable to pierce the monster's preternaturally tough hide, however.

Talon (grappled, frightened): 1d20 + 6 - 2 - 2 ⇒ (14) + 6 - 2 - 2 = 16 S: 1d6 + 2 ⇒ (2) + 2 = 4
Talon (grappled, frightened): 1d20 + 6 - 2 - 2 ⇒ (13) + 6 - 2 - 2 = 15 S: 1d6 + 2 ⇒ (5) + 2 = 7
Bite (grappled, frightened): 1d20 + 6 - 2 - 2 ⇒ (14) + 6 - 2 - 2 = 16 B/S/P: 1d4 + 2 ⇒ (2) + 2 = 4
Foreclaw (grappled, frightened): 1d20 + 1 - 2 - 2 ⇒ (1) + 1 - 2 - 2 = -2 B/S: 1d3 + 1 ⇒ (1) + 1 = 2
Foreclaw (grappled, frightened): 1d20 + 1 - 2 - 2 ⇒ (17) + 1 - 2 - 2 = 14 B/S: 1d3 + 1 ⇒ (1) + 1 = 2
Yellow Round 4: Full attack lake creature (full-round action).

Purple pick CCW from 0: 1d4 ⇒ 1 Lake creature
Talon (shaken): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 S: 1d6 + 2 ⇒ (5) + 2 = 7
Talon (shaken): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 S: 1d6 + 2 ⇒ (5) + 2 = 7
Bite (shaken): 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 B/S/P: 1d4 + 2 ⇒ (4) + 2 = 6
Foreclaw (shaken): 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0 B/S: 1d3 + 1 ⇒ (1) + 1 = 2
Foreclaw (shaken): 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19 B/S: 1d3 + 1 ⇒ (1) + 1 = 2
Confirm second foreclaw (shaken): 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11 Extra B/S: 1d3 + 1 ⇒ (2) + 1 = 3
Purple Round 4: Full attack lake creature (full-round action).

Blue pick CCW from 0: 1d4 ⇒ 2 Potifer
Coup de grace: 2d6 + 4 ⇒ (4, 2) + 4 = 10 Potifer Fortitude: 1d20 + 3 ⇒ (19) + 3 = 22
Blue Round 4: Coup de grace Potifer (full-round action).

One of the bewildered velocijakks seems to re-orient itself and slashes at the lake creature still wreathed in steam. On a lucky strike with one of its foreclaws, it manages to tear through a chink in the monster's armor, but seems unable to actually damage the creature's unnatural flesh. The velocijakk beside it spins around, slices its talon through the water, and slits Potifer's throat.

Shaken and frightened conditions wear off now.

Enoch Will: 1d20 + 8 ⇒ (4) + 8 = 12 1d100 ⇒ 1
Horn Will: 1d20 + 14 ⇒ (11) + 14 = 25
Red Will: 1d20 + 2 ⇒ (7) + 2 = 9 1d100 ⇒ 72 Damaging self
Green Will: 1d20 + 2 ⇒ (13) + 2 = 15 1d100 ⇒ 53 Damaging self
Yellow Will: 1d20 + 2 ⇒ (19) + 2 = 21 1d100 ⇒ 45 Babbling
Purple Will: 1d20 + 2 ⇒ (19) + 2 = 21 1d100 ⇒ 63 Damaging self
Blue Will: 1d20 + 2 ⇒ (4) + 2 = 6 1d100 ⇒ 13 Acts normally
Merdak Will: 1d20 + 2 ⇒ (18) + 2 = 20 1d100 ⇒ 30
Aught Will: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Enoch, Red, Green, Yellow, Purple, Blue, and Merdak are confused as the condition for another round.

Though most of the velocijakks seem to have gotten over their fear, they are still thoroughly confused by the creature from beyond the black. Horn and Aught, at least, seem to be more clear-eyed, though their vision is still split between the theater and the alien lake and spired city.

H S: 1d2 ⇒ 1 Horn . . . ouch.
Bite: 1d20 + 16 - 3 ⇒ (16) + 16 - 3 = 29 B/S/P: 2d6 + 9 + 6 ⇒ (1, 5) + 9 + 6 = 21 Wisdom drain: 1d6 ⇒ 2
Claw: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27 B/S: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Claw: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19 B/S: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Tentacle: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19 B/S: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Grab: 1d20 - 3 ⇒ (19) - 3 = 16 Constrict: 1d6 + 4 ⇒ (1) + 4 = 5
Tentacle: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29 B/S: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Grab: 1d20 - 3 ⇒ (3) - 3 = 0 Constrict: 1d6 + 4 ⇒ (3) + 4 = 7
Tentacle: 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26 B/S: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 Grab: 1d20 - 3 ⇒ (14) - 3 = 11 Constrict: 1d6 + 4 ⇒ (3) + 4 = 7
Tentacle: 1d20 + 14 - 3 ⇒ (2) + 14 - 3 = 13 B/S: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12 Grab: 1d20 - 3 ⇒ (14) - 3 = 11 Constrict: 1d6 + 4 ⇒ (1) + 4 = 5
Tentacle: 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26 B/S: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 Grab: 1d20 - 3 ⇒ (12) - 3 = 9 Constrict: 1d6 + 4 ⇒ (3) + 4 = 7
Tentacle: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29 B/S: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 Grab: 1d20 - 3 ⇒ (13) - 3 = 10 Constrict: 1d6 + 4 ⇒ (5) + 4 = 9
65 damage to Horn. At least you didn't get grabbed!

The frenzied lake monster drops the velocijakk it's holding into the water, then lunges for the small tere that burnt it so badly. It tears a gash in Horn's neck, lashes his trailing legs, and repeatedly tries to grab him - to no avail. Frustrated, it bites down on his wing, hard. Horn feels part of his will being pulled into the monster - part of his mind abandoning him entirely. The rest of the group notices the creature's wounds seem to close slightly after the red pterojakk worms out of its maw.

Suchak is up!


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

Jesus, you weren't kidding about there being a ton of rolls.

Really wishing I had prepared Dizzying Venom Prana now. Staggered: No save would be quite useful (I didn't realize it had no save on that portion until yesterday. =/). Meh. He's probably immune to poison anyway.

Also you never answered whether a +2 to confirm would make thatc rit last round confirm (Total 19 vs AC ??). If it did, this round I get my Deadly Strike damage.

Suchak aims his weapon more accurately, aiming to whittle down the creature with precise attacks.

Activate Night's Knife, adding Heal ranks to damage.

"Horn, are you okay?"

Attack 1: 1d20 + 14 ⇒ (10) + 14 = 24

Damage: 1d4 + 18 ⇒ (2) + 18 = 20

Broken Blade: 1d20 + 14 ⇒ (16) + 14 = 30

Damage: 1d4 + 18 ⇒ (2) + 18 = 20

Haste: 1d20 + 14 ⇒ (6) + 14 = 20

Damage: 1d4 + 18 ⇒ (2) + 18 = 20

Rapid Shot: 1d20 + 14 ⇒ (1) + 14 = 15

Iterative: 1d20 + 9 ⇒ (3) + 9 = 12

Shamefur dispray.

If last turn's crit confirmed:

Three Times Deadly Strike: 9d8 ⇒ (4, 7, 6, 2, 8, 3, 3, 7, 7) = 47


In response to Suchak's question, Horn--covered in gashes and barely still in the air--squawks "Not quite dead yet!"

Gark, thanks for the DMPCing (especially since a team for Horn and his minions is a lot to keep track of at this point)! And yoiks...Horn is at 1 HP! On my next turn--assuming I haven't been finished off by someone--I'll withdraw (and have my summoned army keep on attacking)


Rynjin wrote:
Also you never answered whether a +2 to confirm would make thatc rit last round confirm (Total 19 vs AC ??). If it did, this round I get my Deadly Strike damage.

Well, you did never ask :V But no, it did not confirm.

Carefully watching the monster deflect and dodge away from his starknives, Suchak is able to send one Desna-blessed throw slicing into the monster's many-toothed mouth.

Sa Su A: 1d3 ⇒ 2
Suchak Will: 1d20 + 10 ⇒ (17) + 10 = 27
You may make Spellcraft checks to identify the effect.

As he throws, he suddenly hears a voice intruding into his head. "This battle is very tiresome; perhaps you would like to rest, and let Pisn move your hands?" The tone reminds him of the color of Cynosure, twinkling in the northern sky on a clear windy night. Its lilting accent also reminds him of Desna, but only for a moment - then he notices a strange sharp edge to the voice, as if it was cutting through his mind, but so slowly that he cannot even feel the pain. Fortunately, he is able to force the voice out of his head.

After shrugging off the alien urges, Suchak sees the uniformed theater attendant - the only one still visible within the confines of the theater - glide all the way out over to the last row of seats. It is about twenty feet above the floor, there, or twenty-five above where Suchak stands.

Podrick is up!


Male Cetakin Wizard/9

"Oh, foulest play" mutters Podrick, momentarily returned to earth. Soaring back up into the air, he forcibly regains his concentration and sings another spell at the creature. "Coral light, blinding and white, cloying might!"

Shadow Conjuration for Glitterdust; DC 23 Will save to avoid being blinded, DC 23 Will save for a 80% chance not to be affected


Podrick CL: 1d20 + 9 ⇒ (2) + 9 = 11

Podrick summons a (paradoxical) cloud of shadowy light-particles and tries to sing them around the monster's form. Something about the creature, however, seems to repel the grains of coral - no matter how hard Podrick tries, he cannot force them to stick.

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|

"This creature cannot be allowed into our world!"
Once again, he hefts his mighty bardiche and continues to attack the monster.
Power Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d10 + 19 ⇒ (5) + 19 = 24
Edit: Oh yeah, forgot about the movement last round

Iterative: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 19 ⇒ (2) + 19 = 21

Haste: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d10 + 19 ⇒ (1) + 19 = 20

Confirmation: 1d20 + 8 ⇒ (2) + 8 = 10
no dice


Well, you can full attack now. The issue was that you were adjacent to it and had to take a move action to 5' back.


Just gonna roll the rest of them - seems like I was just a bit too late for Echos to catch my post. Would've just moved on to Horn's turn and let him roll after but the thing is close enough to dying that it would actually make a difference.

Haste: 1d20 + 13 ⇒ (8) + 13 = 21 Slashing, magic: 1d10 + 19 ⇒ (1) + 19 = 20
Iterative: 1d20 + 8 ⇒ (8) + 8 = 16 Slashing, magic: 1d10 + 19 ⇒ (8) + 19 = 27

Aught swings furiously at the monster, but though his blows carry a powerful force, he cannot focus them enough to slice into the monster's weakest points. Each successive swing rebounds jarringly off its tough, chitinous epidermis.

At the southern end of the playhouse, the last of the crowd, barring a few trampled citizens, churns out into the afternoon air.

Horn is up!


Aught hits, seeming to wound the creature.

Horn is up.


Horn continues to rally his velocijakks toward the monstrous aberration, while the satyr advances slowly and looses an arrow toward the massive thing.

Horn watches if the best takes AoOs against R & G as they advance to attack...and from what reach it does so...trying to gage if it's safe for the feathered jakk to withdraw.

Blue talon: 1d20 + 6 ⇒ (19) + 6 = 25Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Blue talon: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Blue bite: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Blue foreclaw: 1d20 + 1 ⇒ (1) + 1 = 2Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Blue foreclaw: 1d20 + 1 ⇒ (5) + 1 = 6Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Purple talon: 1d20 + 6 ⇒ (10) + 6 = 16Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Purple talon: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Purple bite: 1d20 + 6 ⇒ (3) + 6 = 9Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Purple foreclaw: 1d20 + 1 ⇒ (20) + 1 = 21Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Purple confirm?: 1d20 + 1 ⇒ (11) + 1 = 12Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Purple foreclaw: 1d20 + 1 ⇒ (5) + 1 = 6Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Yellow talon: 1d20 + 6 ⇒ (1) + 6 = 7Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Yellow talon: 1d20 + 6 ⇒ (14) + 6 = 20Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Yellow bite: 1d20 + 6 ⇒ (12) + 6 = 18Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Yellow foreclaw: 1d20 + 1 ⇒ (11) + 1 = 12Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Yellow foreclaw: 1d20 + 1 ⇒ (15) + 1 = 16Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Red talon: 1d20 + 6 ⇒ (12) + 6 = 18Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Green talon: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Satyr: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 1d6 ⇒ 2


Ah, you might've missed it - but all the velocijakks are still confused. It is a "keep saving until you get a success" auras.

R, G, and P are damaging themselves and Y is babbling, but B is acting normally, for reference.


I just noticed, the self-injury thing is only if they have an item in hand. That will put all but Blue into babbling mode. Also - sorry, but the satyr is staggered, so it can't move up and shoot at the same time.

One of the velocijakks manages to focus on Horn's voice and plunges a lucky talon into the monster's flesh. Unfortunately, the mundane keratin proves useless in causing lasting damage to the unnatural beast.

Horn-the-crimson-flier flies back towards the corner, bleeding heavily. He flies very carefully, making it impossible for the monster to snatch him as he goes.

Four of the young velocijakks burble confusedly as the water rises around their necks (and heads). As the depth in the theater approaches that of the lake, the dark brackish water seems to reach equilibrium, though it still swirls with eddies. You catch glimpses of miniscule yellow squirming things in the fluid.

Water is now 5' in depth in the space between the bottom row of seats and the stairs up to the stage. It is about 2' in depth on top of the stage, or in the two front rows of seats. (Treated as deep bog in 5' deep area, and simply difficult terrain in 2' deep area.)

The monster from the rift in space chitters again, looking around wildly at those who have harmed it. Its simian eyes focus on Suchak, and it tears into the teres between them.

Bite on Blue: 1d20 + 16 - 3 ⇒ (8) + 16 - 3 = 21 B/S/P: 2d6 + 9 + 6 ⇒ (4, 3) + 9 + 6 = 22 Wisdom drain on Blue: 1d6 ⇒ 5
Claw on Blue: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21 B/S: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Claw on Blue: 1d20 + 14 - 3 ⇒ (2) + 14 - 3 = 13 B/S: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Tentacle on Blue: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20 B: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 Grab: 1d20 - 3 ⇒ (3) - 3 = 0 Constrict: 1d6 + 4 ⇒ (2) + 4 = 6
Tentacle on Blue: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24 B: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Grab: 1d20 - 3 ⇒ (18) - 3 = 15 Constrict: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Tentacle on Purple: 1d20 + 14 - 3 ⇒ (3) + 14 - 3 = 14 B: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 Grab: 1d20 - 3 ⇒ (2) - 3 = -1 Constrict: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Tentacle on Purple: 1d20 + 14 - 3 ⇒ (2) + 14 - 3 = 13 B: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 Grab: 1d20 - 3 ⇒ (4) - 3 = 1 Constrict: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Tentacle on Purple: 1d20 + 14 - 3 ⇒ (11) + 14 - 3 = 22 B: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12 Grab: 1d20 - 3 ⇒ (8) - 3 = 5 Constrict: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Tentacle on Purple: 1d20 + 14 - 3 ⇒ (1) + 14 - 3 = 12 B: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9 Grab: 1d20 - 3 ⇒ (15) - 3 = 12 Constrict: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
In summary: Blue is "dead" (back to the plains) and Purple takes 12 more damage.

The velocijakk that just struck at the thing from the lake is quickly torn to dust, and the disoriented tere beside it loses a chunk of scaled flesh as the thing snatches with its tentacles.

And for some reason I totally forgot to roll the Will saves before rolling its attacks. Given how bad my luck was I think it will not hurt you guys to roll the saves now?

Enoch Will: 1d20 + 8 ⇒ (3) + 8 = 11 1d100 ⇒ 30
Purple Will: 1d20 + 2 ⇒ (20) + 2 = 22 Now immune to the monster's aura, but still affected by the SLA 1d100 ⇒ 83 and attacking the nearest creature - since it was just attacked by the thing from the lake, Purple will probably attack that next round.
Yellow Will: 1d20 + 2 ⇒ (2) + 2 = 4 1d100 ⇒ 55 Babbling.
Red Will: 1d20 + 2 ⇒ (8) + 2 = 10 1d100 ⇒ 84 Attacking the nearest creature.
Green Will: 1d20 + 2 ⇒ (9) + 2 = 11 1d100 ⇒ 8 Acting normally.
Merdak Will: 1d20 + 2 ⇒ (17) + 2 = 19 1d100 ⇒ 53
Pisn Will: 1d20 + 15 ⇒ (19) + 15 = 34
Yellow, Red, and Green are all confused as the condition for yet another round. Purple is still confused as the spell for multiple rounds.

The velocijakks still seem thoroughly befuddled by the potent mind-affecting magic being thrown around the theater, but no one else seems at all influenced.

Round 5: 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

Suchak studies the creature, searching for weak spots, and lets fly with his Starknife once more.

Using a Swift to activate Deadly insight and add my Deadly Strike damage for the next 2 rounds.

Attack 1: 1d20 + 14 ⇒ (16) + 14 = 30

Damage: 1d4 + 9 + 3d8 ⇒ (1) + 9 + (1, 7, 5) = 23

Broken blade: 1d20 + 14 ⇒ (13) + 14 = 27

Damage: 1d4 + 9 + 3d8 ⇒ (3) + 9 + (1, 8, 6) = 27

Haste: 1d20 + 14 ⇒ (3) + 14 = 17

Damage?: 1d4 + 9 + 3d8 ⇒ (4) + 9 + (3, 1, 8) = 25

Rapid Shot: 1d20 + 14 ⇒ (19) + 14 = 33

Damage: 1d4 + 9 + 3d8 ⇒ (4) + 9 + (3, 7, 5) = 28

Iterative: 1d20 + 9 ⇒ (15) + 9 = 24

Damage?: 1d4 + 9 + 3d8 ⇒ (3) + 9 + (7, 5, 1) = 25


Suchak's first throw seems to put the monster off-balance. Wavering, it quickly falls to his second shimmering blade, collapsing into the water with a splash that kicks up waves ten feet high.

Do you want to redirect your last three throws to something else?


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

Yes. I believe the Enchantress is still alive? If so, her. If not, whoever else is left standing. Note: The 3d8 Deadly Strike damage will not apply to any other target besides Big Boy here.


She's alive, though unconscious and probably drowning. There is also the theater attendant that is floating above the water and which spoke in your mind. (Would post now but I would not have time before class starts.)


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

Then that guy, yeah.


Suchak throws his starknife twice at the simply-dressed triaxian hovering above. They remain utterly wordless, even as the second blade-iteration nicks their shoulder. A trickle of red blood drips down their arm.

Horn:
Watching Suchak's throw, you see a translucent white liquid spilling from the silent triaxian's wound, that seems to shimmer underneath the "red" of its blood. Focusing, you slowly see that its skin is pale, pale white, rather than brown, and it is much larger than you thought before. A strange illusion seems to cloak the creature's form, but your powerful vision allows you to determine that it is a four-legged beast about Podrick's size, eyeless and frog-like.

You may make a Knowledge (arcana) check and a Knowledge (dungeoneering) check. The others can make these checks at a -2 penalty once you relay the information.

Bleeding mildly, the triaxian shivers again, and Suchak hears the razoring voice in his head once more. "I know this can work on you. I sensed your mind quavering! Please, I promise no harm to you," it says. After these "words," it climbs the air up towards the east wall.

Suchak Will: 1d20 + 10 ⇒ (14) + 10 = 24

After deciding whether or not to spend ki:
Suchak feels another twinge in his thoughts, but is able to shake it off.

Podrick is up! Aught 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

I HOPE the DCs not higher than 24.

Edit: Okay good.

"GET OUT OF MY HEAD!"


Despite Suchak's outburst, the levitating attendant does not even turn around.


Male Cetakin Wizard/9

"Hmm... no. No, I will not permit that. No." Swimming through the air, Podrick meets the attendant's gaze evenly. "Suchak... do you have any anger against this enemy that requires expressing...? Oh good. Hold still." A deep breath, another burst of whalesong. "CURRENTS OF THE DEEP, CARRY MY ALLY TO MY FOE'S ETERNAL SLEEP!" Shadowy waves pick up Suchak and launch him at the hovering creature.

Shadow Evocation for Telekinetic Charge to launch Suchak at the hovering creature; in addition to the new positioning, as an immediate action you can make a melee attack with +2 on the roll.


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

...What's the Save DC on your spells again? Because I neither want to be in melee range of these things, nor do I want to fall prone when I fall out of the air because I'm not flying.


Male Cetakin Wizard/9

Since it specifically targets 'willing' creatures, probably unimportant. If you don't fancy a lift, anyone else who wants a ride into melee range?


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

Aught could probably bring the pain, but you run into the ame issue with anyone who's not flying. They get an attack as an Immediate, fall, take like 1d4 nonlethal or however falling into shallow water works, and then are Prone.


Male Cetakin Wizard/9

Ah, as a wizard I often forget that some poor people can't fly. I'll have a think.


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

It really is the universal plight of the common, magic-less peasant. Silly things like gravity, dimensional barriers, and the laws of naturre in general. Hmph, who need 'em? =p


You don't fall prone if you ONLY take nonlethal. But yeah, the water's too shallow for that, so anyone launched up there would take like 5d6 lethal and fall prone. But Aught's got air walk right? So he could do it easy.


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 will take it, but he'd need to ready his hammer and shield for close combat of you don't mind taking your round after mine. Also, Airwalk would prevent him from falling. I'll be able to make a post in an hour or so after I get out of work


Horn cries, "Do you see where it's bleeding? That thing isn't triaxian at all, it's some bizarre beast, masked in an illusion! Look, can you see?"

Sadly, I have neither K. Arcana or Dungeon.


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

Can we make saves against said illusion now?


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 catches a mad glimmer in his eyes. A crazed smirk creeps into his face. He stores away his pole arm in favor of his hammer and shield.
"PODRICK!" he yells out.


Male Cetakin Wizard/9

It's hard to discern, but definitely there; Podrick... grins.

The waves engulf Aught, then surf him forth through the air towards the creature.


I already rolled your saves - as far as I can tell, you don't generally get a second save against an illusion (neither specifically for this illusion), even if you have greater reason to suspect it. From Horn's description, though, you can still try the Knowledge checks, and you can read the above spoiler.

Aught readies his weapons without incident, floating just above the brackish water.

The creature masked in humanoid form slowly turns its head when Podrick approaches below, but its illusory eyes seem to stare straight ahead. Though apparently unalert, as Aught powers towards it, the thing snaps its arm out impossibly far and tries to snatch his hammer. Fortunately, the burly Keeper maintains control, and is able to swing at the monster.

Disarm as AOO when Aught's 10 feet out: 1d20 + 17 ⇒ (8) + 17 = 25 Miss?

Aught is up! (Sorta!)

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