Masters of the Fallen Towers (Inactive)

Game Master OmniChaos

Absalom has many secrets, one of their best kept ones now threatens everything.


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Male Drow Noble Synthasist Summoner 7

yes


@Bungo
The men keep moving down the side streets, their unseen shadow behind him. Kal is left behind and is out of sight in moments. They keep moving never slowing. The crowds of people are left behind and only regulars of the alleyways are seen, most averting their gaze at the group.

Your invisibility wears off. You can make a stealth check to keep following in secret.

Sense Motive DC 20:

You feel that these men are going thru the motions. It seems to be part a regualr habit of theirs.


Male Half-Orc BBN 1/Fighter 11 (FC)

After several rounds he calls out when no one comes into the alley, Bungo, where are you? when he get's no reply he curses and moves back into the street and looks for any sign of them.

With his limited skills he decides his best course of action is to stay where he is and wait for the moment looking for signs of being watched.

Take a 20 for a total of a 27...still won't spot them but he doesn't know that.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

I will just take the shot from where I am without chasing.


Male Drow Noble Synthasist Summoner 7

Stealth 1d20 + 24 ⇒ (12) + 24 = 36

Sense Motive 1d20 ⇒ 4


@Bungo
You follow the group of men. One of them is sent into a near by street while the rest keep moving.

Perception DC 20:

One of the men hands the runner a small pouch.

Perception DC 26:

You manage to hear the man handing the pouch to the runner speak of getting some food.


Well, there goes any chance at subtlety. Elbennon thinks as Aldon looses an arrow at the men below.

How many are there, and in what formation? I'm gonna act as if this is the surprise round of a combat, and that we have surprise.

Elbennon quickly utters a few arcane phrases, gesturing upward with writhing fingers.

Standard action to cast Black Tentacles. 20' radius spread in such a way as to catch as many as possible.

Grapple 1d20 + 15 ⇒ (7) + 15 = 22
Damage 1d6 + 4 ⇒ (3) + 4 = 7


Male Drow Noble Synthasist Summoner 7

Perception 1d20 + 17 ⇒ (19) + 17 = 36

Bungo follows the larger group.


@Elbennon
You can make out 5 men. They are pretty bunched up so circle like formation. Your spell can catch all of them easy. Don't assume anything ;)

@Bungo
The group rounds a corner, when you do the same they are gone. The back street only has one exit and it is too far for them to have made it before you catch up.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Since the GM hasn't stated if my arrow hits or not, I'll retract my action and wait to see if the spell ropes up any


Male Drow Noble Synthasist Summoner 7

Bungo tries to pick up the trail of the runner. If that fails, he will return to Kal.


@Aldon
No take backs, I am waiting on your third member.

@Bungo
Before he can leave the seemly deserted alley a series of events take place. Bungo's quick feet keep him from avoiding a number of the unseen strikes but an arrow digs itself deep into him none the less. The effects of a spell wash over him as well.

Atk 1
1d20 + 20 ⇒ (5) + 20 = 25

Atk 2
1d20 + 20 ⇒ (17) + 20 = 37
Dmg
1d8 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14

Atk 3
1d20 + 14 ⇒ (13) + 14 = 27

Atk 4
1d20 + 19 ⇒ (1) + 19 = 20

Bungo make a will save, DC 20 and fort save, DC 14.


Male Half-Orc BBN 1/Fighter 11 (FC)

And thus the intrepid adventurers make the fatal flaw of splitting up and fighting an enemy...lol, I am not laughing at anyone in particular, just more of a statement that bad things always seem to happen when a party splits up.


Male Drow Noble Synthasist Summoner 7

Will 1d20 + 7 ⇒ (1) + 7 = 8 crap

Fort 1d20 + 8 ⇒ (6) + 8 = 14


Male Human Bard(Archaeologist) 12

I cast glitterdust catching as many of them in it as possible. The will save is a DC 17, but my main purpose is to make it hard for them to hide.


@Bungo
The halflings body fights off the poison but his mind folds under the magical assualt. His eyes glaze over and drool develops at the edge of his mouth. Another spell washes over the halfling from the unseen group. A moment later the group reappears, now regarded as friends by Bungo. They take Bungo away down the back alley's.

Bungo has been feebleminded then charmed. He is now captured by the group of men. Ouch man. Kal feel free to post your guy getting tired of waiting.

@Aldon, Damien, and Elbennon
Your spells hit the group and Aldon's arrow lands on one of their number. But they do not seem to be as unprepared as they seemed. The conjured tentacles disappear before they can fully materialize, while some of the group fail to resist the glittering motes of light and dust. The wounded rogue fires a crossbow bolt at Aldon in return while another seems to be casting a spell.

Atk on Aldon
1d20 + 14 ⇒ (14) + 14 = 28
Dmg
1d8 + 1 ⇒ (3) + 1 = 4

Aldon I need your dmg for the called shot plz. The guy you hit has a AC 22 btw.


Male Drow Noble Synthasist Summoner 7

Don't I get a save against the charm?


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 or add the following if they are evil creatures 2d6 ⇒ (6, 3) = 9


Male Half-Orc BBN 1/Fighter 11 (FC)

Ouch, you are now less intelligent than Kal...

Kal stands in the middle of the busy thoroughfare, his patience settling in. He get's a number of odd looks just standing there like a statue but he doesn't budge.
After a few hours and darkness settling in, Kal shakes his head and assumes the little man has gotten himself into more trouble than he can handle. He sticks to the original plan and goes to the Harpy's Virtue to meet up with the others and inform them of Bungo's disappearance.


@Bungo
By my count you would have a +2 will mod due to feeblemind, also they will kill you if they cant capture you. If you want to risk the save then you can make it and I will edit my post.

@Aldon
Thanks, the one you shot is not evil btw.


Male Drow Noble Synthasist Summoner 7

The feeble mind only drops my Int and Cha, not my Wisdom. I will try the save

Will save 1d20 + 7 ⇒ (11) + 7 = 18

If I made the save, I will spend a Ki, go ethereal, and run through the side of the building. If I failed, I go with my new friends.


Bungo has been captured. You guys better rescue him quick ;)


Male Human Bard(Archaeologist) 12
Kal the Giant wrote:
And thus the intrepid adventurers make the fatal flaw of splitting up and fighting an enemy...lol, I am not laughing at anyone in particular, just more of a statement that bad things always seem to happen when a party splits up.

That is why I did not want to do it. I figured it would go badly somewhere. When I GM it never goes well either.


Male Human Bard(Archaeologist) 12

We don't know he is captured yet. We have only spent 3 hours gathering information. With that said my internet connection is not playing nice, but hopefully it will be back when I get off work tonight. I will post again in about 8 hours.


My assumption that it was a surprise round only meant that I got a standard action instead of a full round's worth. I didn't mean that they didn't know we were there or whatever. Sorry if it sounded that way. You said my spell dissipated before it appeared...did any of them cast a counter spell? Or it just didn't work for some unknown reason?

Knowledge (Arcana) 1d20 + 16 ⇒ (3) + 16 = 19
Spellcraft 1d20 + 24 ⇒ (12) + 24 = 36

Are we going to do initiative, or can we act again now?

Edit: Also Damien is right. Bungo and Kal spent 7 hours searching and we've only spent 3 so far. There isn't even anyone to rescue for another 4 hours+ to our timeline.


You guys can act after my post. I do block init, makes things smoother. Yes your black tentacles was counterspelled. As for Bungo it was an expression, I dont mean he has a time limit or something. xP


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon steadies himself and fires again at the injured rogue. He had intended to take someone alive, but they seem to be attacking too aggresivly and he has aggrivated with the whole situation.

Full Round Action, Manyshot with Deadly Aim

First Shot 1d20 + 23 - 4 ⇒ (13) + 23 - 4 = 32 Damage 1d8 + 7 + 8 ⇒ (1) + 7 + 8 = 16
First Shot - Manyshot 1d20 + 23 - 4 ⇒ (18) + 23 - 4 = 37 Damage 1d8 + 7 + 8 ⇒ (3) + 7 + 8 = 18
Second Shot 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31 Damage 1d8 + 7 + 8 ⇒ (3) + 7 + 8 = 18
Third Shot 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27 Damage 1d8 + 7 + 8 ⇒ (5) + 7 + 8 = 20

Total 72 Damage, I like my Ranger :D


Elbennon mutters a few arcane more arcane words, then reaches out with his right hand and makes a quick grasping motion at the enemy spell caster.

Casting Hungry Pit on a 10' square which includes the enemy caster and as many of the others as possible. DC 25 Reflex save for those over the pit, 23 if they are on the rim. Otherwise they fall 50' taking 5d6 damage and then the pit crushes them and they take another 4d6 damage.

I'll let you roll the falling damage.
Crushing damage 4d6 ⇒ (5, 6, 4, 3) = 18 DC 25 Reflex for half

He then flies 30' up into the air over the alley, out of line of sight from those in the pit for now.

Fly check 1d20 + 13 ⇒ (7) + 13 = 20


Male Human Bard(Archaeologist) 12

How many of them are there, and how close are they. Also, is the are big enough for them to surround me if I go visit them?
x=squares
m=me
b=bad guys

Scenario 1
xmxbbxx
xxxbxbx

-----------------

Scenario 2

xxxxbxx
xmxxxbx
xxxbxxx
xxxxbxx
------------------

Which scenario is more of what I am looking at?


@Damien
I already answered that when Elbennon asked. Here it is again- You can make out 5 men. They are pretty bunched up in a circle like formation. So scenario 1 is most likely and yes the could surround you alone easy.


Male Human Bard(Archaeologist) 12

I cast haste on our group.


Aldon's arrows end the life of his target. While Elbennon's spell seems to have no effect at all. The answer becomes clear when the group move towards your position running atop the air as if it were solid ground, spreading out as they go. The party feels a wave of magic wash over them sapping the magic Damien just cast. While two fire off projectiles and the last cast a spell that sends a beam of fire at each of you.

Attacks:

Atk1 vs Elbennon
1d20 + 13 ⇒ (6) + 13 = 19

Atk2 vs Damien
1d20 + 24 ⇒ (20) + 24 = 44
Dmg
3d8 + 9 + 1d6 ⇒ (5, 3, 2) + 9 + (4) = 23
Crit Confirm
1d20 + 24 ⇒ (10) + 24 = 34
Dmg
3d8 + 9 + 1d6 ⇒ (3, 1, 1) + 9 + (6) = 20

Atk3 vs Party
RTA vs A
1d20 + 6 ⇒ (5) + 6 = 11
RTA vs D
1d20 + 6 ⇒ (18) + 6 = 24
FDmg
6d6 ⇒ (6, 6, 2, 3, 1, 2) = 20
RTA vs E
1d20 + 6 ⇒ (3) + 6 = 9

Elbennon is missed by a bolt, Damien on the otherhand gets a brutally fired arrow thru the mid section, gratefully it exited his body as quickly as it entered if only taking some of him with it. A trio of magical fire beams is fired at each of you, yet again Damien's foul luck grants him a hit. The fire burning the former pathfinder leaving behind burns on his flesh.

Haste has been dispelled. Damien has taken a total of 63 dmg by my count.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon shields his face from the fire and steadies his bow once again, he aims for the magic caster who seems to be the most deadly of the group.

Full Round Action, Manyshot with Deadly Aim

First Shot 1d20 + 23 - 4 ⇒ (7) + 23 - 4 = 26 Damage 1d8 + 7 + 8 + 1 ⇒ (2) + 7 + 8 + 1 = 18
First Shot - Manyshot 1d20 + 23 - 4 ⇒ (17) + 23 - 4 = 36 Damage 1d8 + 7 + 8 + 1 ⇒ (6) + 7 + 8 + 1 = 22
Second Shot 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15 Damage 1d8 + 7 + 8 + 1 ⇒ (6) + 7 + 8 + 1 = 22
Third Shot 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11 Damage 1d8 + 7 + 8 + 1 ⇒ (5) + 7 + 8 + 1 = 21

Not such good rolls this time


Elbennon flies back over the roof and says to the other two "Stay close in case we need to get out of here fast." Then he casts another spell.

Move 30' back over the roof
Cast Dispel Magic on the other caster 1d20 + 10 ⇒ (19) + 10 = 29


Male Human Bard(Archaeologist) 12

Is it the same person doing the dispels or are all of them casters? Did my perception check allow me to nice any spell component pouches ro other things? What weapons are they using. I would hate to think I am going after a wizard or sorcerer and find out that it is a magus.

I then move back on the roof 30 feet to break line of sight with the casters. I should be close to Elbennon. As soon as Aldon is within touch range I dimension door us out of there to a public location within range.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Never left touch range


Sense you DD away it does not matter but two of them were casters. I did not see a perception check for details on them so I dont know what your talking about. Also it was one caster that counterspelled then the other hit you guys with a greater dispel magic. Really does not matter if the guy you were going after was a magus, you were getting murdered by an archer xP

Food is calling so I will post in a bit.


The trio appear in a near by street. In a few moments you realize that no one is coming. Damien is still hurt badly and starts getting strange looks from the people walking about.

Combat is over.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon pulls Damien off to an alley and removes a wand from within his pack and points it at him and waves it about several times.

Cure Light Wounds 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds 1d8 + 1 ⇒ (3) + 1 = 4


Male Half-Orc BBN 1/Fighter 11 (FC)

I think a wand of CLW is 1d8+1 not +5. Might take a few more charges. Smart move on getting out of there though.


Male Human Bard(Archaeologist) 12

That wand only does 1d8+1 unless you paid extra money for it to be made at a higher caster level. I know the craft wand feat has prequisite of caster level 5, but the spells are still put into the wand at the lowest caster level.

example:

wand section wrote:
The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp.

1(spell level)x1(caster level)x750=750

wand wrote:


750 gp

I am not trying to get myself killed. I have 38 hit points from your wand. I will use my own magic, and my wand to make up the remainder of the 28 hit points.

CLW(my spells)
1d8 + 5 ⇒ (3) + 5 = 8
1d8 + 5 ⇒ (3) + 5 = 8
1d8 + 5 ⇒ (2) + 5 = 7

I am only 5 hp away from full now so I will just save the wand.

If one caster dispelled 2 of our spells in one round the we need to seen Kal to visit him when we find him. Myself and Elbennon should be able to take the archer out, hopefully in one round.

edit: Wands don't use your caster level. The caster level is determined when the item is made unless you have a special ability that allows you to bypass that.


Male Half-Orc BBN 1/Fighter 11 (FC)
Aldon Longstrider wrote:
it's +1 per caster level to a maximum of +5. I am a 9th level caster.

A wands level is based on the crafter's level not yours so unless you paid for a 5th level wand it would have been crafted at 1st. Sorry to rules lawyer you, I will disappear now until we meet up :)


To clear things up, black tentacles was counterspelled, hungry acid pit did not work in that round because the spell letting them walk on air had been cast the round before (no one made a spellcraft check to ID the spell he cast) so you cant fall down a pit if your flying (made me laugh that you chose that spell), haste was area dispelled sense it was cast the round before the enemies turn so they dispelled it before you could make use of it. Its all learning exp, you wasted one before you left ;)


Male Human Bard(Archaeologist) 12

I need an official ruling from you before I try this in combat. I have Dimensional Agility.

Quote:


Dimensional Assault

You have been trained to use magical movement as part of your combat tactics.

Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.

Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

I am still casting the spell so I would like to know if I can bring a party member with me.


I am guessing you mean you want to know if you can bring someone along in your charge. If thats the case then no, your feats and abilities only effect you unless otherwise plainly stated.


Male Human Bard(Archaeologist) 12
DM Irthos wrote:
I am guessing you mean you want to know if you can bring someone along in your charge. If thats the case then no, your feats and abilities only effect you unless otherwise plainly stated.

After healing up:

Damien looks to his companions "You want to continue to search or get the others?"

If the party wants to go look for them instead of waiting at the hotel/inn/room-->
Gather Information check to find Kal and Bungo:1d20 + 20 ⇒ (10) + 20 = 30


Yeah, definitely going to be preparing different spells tomorrow. Perhaps I took too many versions of the pit spells and not enough utility ones. As I stated, not used to playing high level casters yet.

"Lets head to the Harpy's Virtue. Our adversaries are quite skilled, I am worried what might have befallen Kal and Bungo." (Sounds like a circus act when you say their names together like that) "I'm sure our 'friends' won't remain in the shadows forever, if we are interfering with their plans then we may become targets and we are stronger all together watching each other's backs." Elbennon replies to Damien.


Male Human Bard(Archaeologist) 12

I am normally the GM so this is the first time in years that I have been a PC at this level. It is different being on the other side of the screen.

"That sounds good to me. When I get Kal back we can set things right. When you see him hit something or someone with that Earthbreaker you will almost feel sorry for them."


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Aldon nods to the two, "Hopefully our friends faired better then we did! Let us see what they have found"


Male Half-Orc BBN 1/Fighter 11 (FC)

Kal arrives without Bungo at the Inn later that evening.
I failed to protect Bungo. He said we were being followed. He wanted to get a look at them so he told me to move around a corner while we held back using magical invisibility. The people never came around the corner.
I waited then called out to him and he never answered. Not sure what happened to him but my guess would be that the people following us may have took him somehow. I waited near where we tried to spot them but he never appeared. We must get him back. Do you have a way of magically finding him?
he says in his simplistic but protective manner.
Did you find out anything?

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