Leviathan Rises (Inactive)

Game Master Harakani

After the Old Ones conquered Golarion the survivors fled to a patchwork of demiplanes known only as The City.


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F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon takes out flint and steel and lights the lantern. He sends it into the room using mage hand and concentrates on detect magic to find the source of the conjuration magic.


The lantern lights up the room as it approaches. The room beyond is covered in moss, rot and fungus. A thick carpet of it starting to seep out to the limits of the daylight

Shaezon, Anton:

Because there is no day/night cycle, the line of daylight on the floor must be unwavering. That suggests that the fungus doesn't like daylight

Suddenly Tarek, Weyland and Shae note that the carpet of decay is starting to move in response to the light.
Shaezon:

Conjuration: Far wall. Best guess: it's the gate, overgrown with fungus.

Initiative 1d20 - 1 ⇒ (16) - 1 = 15
Surprise round, but Anton is the only one who is surprised. If Aku doesn't turn up, let's have him frozen with fear if that's okay.
Knowledge Dungeoneering for anyone who wants to know things


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Preemptive rolls for later since he's surprised:

Knowledge (dungeoneering): 1d20 + 7 ⇒ (20) + 7 = 27

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

...and will be going after whatever it is in the full round. Joy.


Male Human Sensei-Four Winds 3

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


F Elf Spellbinder Conjuration (teleport) Wiz 1

Know dungeoneering 1d20 + 6 ⇒ (15) + 6 = 21
Initiative 1d20 + 3 ⇒ (11) + 3 = 14

Saying very quickly,
"The fungus doesnt like the light and I think that's a portal at the far end!"


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Initiative: 1d20 + 7 ⇒ (14) + 7 = 21


Init: Weyland, Fungus, Shaezon, Anton (surprised), Tarek


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

How far away from the fungus is Weyland?


Male Ulfen Urban Barbarian/1 HP: 15/15(17) Init: +2 Perc: +3 AC: 15(13) TAC: 12(10) FFAC: 13 CMD: 16(18) F: +6(8)/R: +2/W:-1(+1)

Moved into a new house this weekend and I'm still busy unpacking.
Initiative 1d20 + 3 ⇒ (19) + 3 = 22


Weyland: 15 ft from D14, which is the closest


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Weyland will wait to see what the Fungus does.

Delay action until after the Fungus goes.


A sickly gray-green pseudopod lashes out at the lantern as it approaches. The lantern smashes, flaming oil dousing the mushroom garden. The pseudo-pod lashes out again and again at the flames.
Fire burns for two rounds - so illumination for first two rounds. Doesn't seem to be harming the creature.

Pepper:
Roll perception DC 15 please :) If you make it you can have an action in the surprise round

Init: Pepper, Weyland(hold) Fungus, Shaezon, Anton (surprised), Tarek
Shaezon, Anton:
Appears to be a giant version of a Slime Mold. Fire resistant, engulfs prey, carries a fungal 'disease' - feel free to read the ecology in the bestiary


Male Ulfen Urban Barbarian/1 HP: 15/15(17) Init: +2 Perc: +3 AC: 15(13) TAC: 12(10) FFAC: 13 CMD: 16(18) F: +6(8)/R: +2/W:-1(+1)

Perception 1d20 + 3 ⇒ (1) + 3 = 4
And I will not be going in the surprise round :-)


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Seeing the aggressive actions of the slime, Weyland throws his daggers at the creature.

Attack1: 1d20 + 3 ⇒ (19) + 3 = 22
Damage1: 1d4 + 2 ⇒ (4) + 2 = 6

Attack2: 1d20 + 3 ⇒ (17) + 3 = 20
Damage2: 1d4 + 2 ⇒ (3) + 2 = 5

No crit or sneak damage on slimes, boooo.


F Elf Spellbinder Conjuration (teleport) Wiz 1

On his action Shae calls out "Dont use fire. It has a diseased touch and it'll try to swallow you!"


Only a standard action this round Weyland
Weyland hits!


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

Ahh. Surprise round. Gotcha


Shae - you can talk as a free action and still take your standard action if you like.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Harakani DM wrote:
Shae - you can talk as a free action and still take your standard action if you like.

I delay to see what the fighters will do.


Male Human Sensei-Four Winds 3

Ranged Attack, club: 1d20 + 2 ⇒ (8) + 2 = 10


Tarek winds back and throws his club through the doorway at the slimy mass. The club arcs up, then slams down into the ooze.

Start of normal round, or Shaezon's held action
Init: Pepper, Fungus, Weyland, Shaezon, Anton, Tarek


Male Ulfen Urban Barbarian/1 HP: 15/15(17) Init: +2 Perc: +3 AC: 15(13) TAC: 12(10) FFAC: 13 CMD: 16(18) F: +6(8)/R: +2/W:-1(+1)

If I climb up into the rafters, is there a realistic way that I can affect the roof to let in more "sunlight"? If so, then climb check:1d20 + 3 ⇒ (19) + 3 = 22


10 ft to the sky - no roof, but it looks like something has covered the sky. You could start scraping it off. Note the fungus doesn't go into the sun, but the khaki ooze is starting to Hard to tell if it is being burned by the sun given it is on fire, but doesn't seem to be.


Male Ulfen Urban Barbarian/1 HP: 15/15(17) Init: +2 Perc: +3 AC: 15(13) TAC: 12(10) FFAC: 13 CMD: 16(18) F: +6(8)/R: +2/W:-1(+1)

Ok, Pepper climbs up then and examines what is covering the "sky".


Pepper:
At first it looks to be some sort of fur, but as you rip the first handful off, and see the wierd, maladusted leaves, you realise that the "fur" is in fact vestigal dangling leaves from some plant that seems designed to gather all the light in this area by covering the glowing "sky". The plants form a thin matt, and could probably be ripped down with a bit of effort - there appears to be thicker "vines" of roots tying the plants together. Knowledge Nature (trained) if you want more information


Map

Tarek:
Tarek - can you roll damage for the club please?

The Ooze lurches forwards, throwing itself over Weyland as he is Engulfed!
Weyland:
Would you prefer a DC14 reflex save to dodge, or an attack of opportunity?


Halfling dragon disciple 2/paladin 3/sorcerer (crossblooded) 2 AC 20/15/18 / HP 72 / F +12 R +9 W +9 / Init. +2 / Perc. +1

I'll go with the ref save
Ref save(DC14): 1d20 + 7 ⇒ (13) + 7 = 20

Weyland jumps aside as the ooze tries to envelop himMove to E11

With a snap of his wrist a dagger drops into his hand, replacing the one he threw Free action. Fully rearmed, he slashes at the ooze,

Attack 1: 1d20 - 1 ⇒ (5) - 1 = 4
Attack 2: 1d20 - 1 ⇒ (4) - 1 = 3

but his narrow escape leaves him off balance and he misses terribly.


Init: Pepper, Fungus, Weyland, Shaezon, Anton, Tarek


Male Human Sensei-Four Winds 3

Club Damage: 1d6 + 1 ⇒ (4) + 1 = 5


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon is going to start looking for something flammable like a dry stick and use the lantern to light it on fire. He'll then mage hand it to the roof to try and burn away whatever the roof is made of. This'll most likely take a few rounds. He stays back and in the daylight until then.


The lantern has currently broken all over the ooze, which is now on fire.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Harakani DM wrote:
The lantern has currently broken all over the ooze, which is now on fire.

oh. in that case shae looks for a weak point in the roofs construction.

Know Engineer1d20 + 6 ⇒ (6) + 6 = 12


Assuming you meant the roof of plant matter
The ceiling is covered in a strange plant material. Thick vine like root-tendrils bind it together. A few turns of pulling on the largest roots should bring down most of it.

Shaezon:

While the fungus doesn't like sunlight, you're not sure how much damage it'll do on a turn-by-turn basis. It does mean if you can rip enough of the roof off, then wait a day or so the ooze might go elsewhere.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae will attempt to climg the outside of the shack. He readies to use his shift power should he get close enough to the top. His shift power allows him to dimension door 5 feet as a swift action.

Climb 1d20 + 0 ⇒ (6) + 0 = 6

He'll continue to try until he reaches the top.

Edit: Well that was anticlimactic.

Here are his rolls over the next few rounds.

1d20 + 0 ⇒ (7) + 0 = 7
1d20 + 0 ⇒ (2) + 0 = 2
1d20 + 0 ⇒ (3) + 0 = 3

Edit2: Well, that's just sad. ;-( lol.


Shae: hang on. All: let me give a mechanistic description. Think of the world as a giant room 10 feet high. The roof is bright blue and provides bright 'sunlight'. The shack consists of walls going from the "floor" of the world to the "roof" of the world, 10 feet high. These walls enclose an area called "the shack".
The world then has dirt spread about till it is about half a foot high. The Dirt is not spread inside the shack. The Shack's residents don't need a roof (there's never rain) and consequently have no roof - their roof is the "roof" (sky) of the world.
Inside the shack an epiphyte plant starts growing over the sky. This creates areas of darkness.
It is possible to climb an internal wall, reach up and grab the sky. You can't go outside the shack and climb up onto the roof, because the shack and the world share a roof - it's just that outside the shack it glows, and inside it is covered.
Is that clearer?


Harakani DM wrote:

Shae: hang on. All: let me give a mechanistic description. Think of the world as a giant room 10 feet high. The roof is bright blue and provides bright 'sunlight'. The shack consists of walls going from the "floor" of the world to the "roof" of the world, 10 feet high. These walls enclose an area called "the shack".

The world then has dirt spread about till it is about half a foot high. The Dirt is not spread inside the shack. The Shack's residents don't need a roof (there's never rain) and consequently have no roof - their roof is the "roof" (sky) of the world.
Inside the shack an epiphyte plant starts growing over the sky. This creates areas of darkness.
It is possible to climb an internal wall, reach up and grab the sky. You can't go outside the shack and climb up onto the roof, because the shack and the world share a roof - it's just that outside the shack it glows, and inside it is covered.
Is that clearer?

Essentially, the entire world is a covered labyrinth? Sometimes the ceiling is painted like the sky ("outside"), other times like a ceiling ("inside"). The city and most of there pocket dimensions are "pre-fabricated" or modular for construction efficiency. Construction being calling forth "stuff/matter" to occupy space, yet molded to serve some utility. I'm sure I just said the same thing... But, tried to change the wording little.

To be "cute" the whole world is a maze, and we're in the rat race, I think.


You got it. The closer to a "natural" setting, the harder to create. One of the reasons High Road is so freaking expensive.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Harakani DM wrote:

Shae: hang on. All: let me give a mechanistic description. Think of the world as a giant room 10 feet high. The roof is bright blue and provides bright 'sunlight'. The shack consists of walls going from the "floor" of the world to the "roof" of the world, 10 feet high. These walls enclose an area called "the shack".

The world then has dirt spread about till it is about half a foot high. The Dirt is not spread inside the shack. The Shack's residents don't need a roof (there's never rain) and consequently have no roof - their roof is the "roof" (sky) of the world.
Inside the shack an epiphyte plant starts growing over the sky. This creates areas of darkness.
It is possible to climb an internal wall, reach up and grab the sky. You can't go outside the shack and climb up onto the roof, because the shack and the world share a roof - it's just that outside the shack it glows, and inside it is covered.
Is that clearer?

OH! I gotcha. I misunderstood. In that case Shae will step back and let the more martial characters handle much of this situation. He's woefully unprepared due to a player brain fart. I'll just consider this a life lesson and he'll do some serious shopping when we get back.


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Having no magics that could be worthwhile, Anton pulls out his sling, loads it with a stone, and lets fly.

Attack into melee: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14, Damage: 1d4 + 1 ⇒ (1) + 1 = 2


And hits!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Moved comment to discussion where it's supposed to be.


Male Ulfen Urban Barbarian/1 HP: 15/15(17) Init: +2 Perc: +3 AC: 15(13) TAC: 12(10) FFAC: 13 CMD: 16(18) F: +6(8)/R: +2/W:-1(+1)

Seeing that the fungus is not actually burned by the "sunlight" Pepper tightens his grip on his club and gathers his courage. Finally, with a loud yell, Pepper pounces on the mobile fungus. As he is bringing his club down he tucks his shoulder, hoping to avoid damage from his fall.

Free action: Rage
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Acrobatics (DC 15) 1d20 + 5 ⇒ (20) + 5 = 25 to avoid 1d6 ⇒ 5 NL damage
Stupid damage roll :-)


Male Human Sensei-Four Winds 3

Anything Tarek can use as an improvised club? He's traveling light. Would he avoid "being affected" if he utilized elemental fist... acid, cold, electricity? Acting as insulation...


F Elf Spellbinder Conjuration (teleport) Wiz 1
Tarek Madrysian wrote:
Anything Tarek can use as an improvised club? He's traveling light. Would he avoid "being affected" if he utilized elemental fist... acid, cold, electricity? Acting as insulation...

Shae has one that he's not making much use of. He'll toss it to you if you motion to him that you want it.


Male Human Sensei-Four Winds 3

Hoping the elemental fist thing works out... would be cool! Otherwise, sure.


Male Human Sensei-Four Winds 3

The club, toss it... Tarek hold out his hand to grab or catch the club.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Tarek Madrysian wrote:
The club, toss it... Tarek hold out his hand to grab or catch the club.

Realizing he's talking to him Shae tosses the club to Tarek as best he can.


Tarek, you going to use that thing? :)


Male Human Sensei-Four Winds 3

Sorry, somehow missed this post. And, didn't know it was Tarek's turn...

Tarek catches the club, only to throw it at the living carpet.

Attack, throw club: 1d20 + 2 ⇒ (7) + 2 = 9
Damage, club: 1d6 + 1 ⇒ (3) + 1 = 4


The club thumps into the olive green slime, scattering droplets everywhere.

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