Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Round 5

Dreyyn lashes out twice at the witch, feeling the need to kill her before the poison killed him.

attack: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11

attack: 1d20 + 7 ⇒ (4) + 7 = 11
dmg: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

ROUND 5

Nethan runs up to Al, "Get up Al, we need to help Dreyyn!"


Inactive

Amelia runs toward the remaining witch! Hard to gauge distances, so I just put myself a couple squares behind Elise.


Sorry I'll remember to grid the thing next time.

The witch dodges Dreyyn's two attacks then sees all his friends catching up. Seeing that she can't outrun Dreyyn and that she is now out matched, she does her final act of desperation. She leaps past Dreyyn.

acrobatics: 1d20 + 20 ⇒ (8) + 20 = 28

She stands in between Elise and Dreyyn to yell out. "You'll never take me alive." She draws out an arrow and plunges it into her chest. "For Tar-Baphon" The arrow exudes negative energy and then explodes.

reflex(Elise): 1d20 + 3 ⇒ (16) + 3 = 19
reflex(dreyyn): 1d20 + 6 ⇒ (10) + 6 = 16

Both of them manage to go to ground before the large circle of energy knocks them off their feet.

damage: 4d6 ⇒ (5, 1, 1, 4) = 11 Halved for 5 damage on both.

Once again Elise's pouch begins to rumble.

Combat over


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"I've been poisoned, can someone cure that?"


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Elise rises to her feet again and wipes away any dirt on her clothes. With a worn grin she comments:

"Well, she certainly went out with a bang! Heh."

Her smirk fades as she sees Dreyyn. Winded, she quickly moves over to him.

"You look a bit grey Dreyyn. Did that darned witch land a curse on you or something?"

_______A bit later, once things have settled a bit_______

"Hmm. You better take a closer look on this."

Elise retrieves the strange wand from its storage and holds it out to Al and Nethan.

"It *moved* or something once the servants of Tar-Baphon fell, just like when the alchemist died. I'm not sure, but it seems to feed on death ..."


Inactive

"I'm not sure I know much about poisons, but maybe use a tourniquet to slow the spread?" Amelia didn't exactly have much training for this, but perhaps it would be enough. Heal: 1d20 + 1 ⇒ (16) + 1 = 17. If that beats the DC, he gets a +4 to his next save if he needs one. Also, if Dreyyn ends up failing the save, replace his roll with the 18 from the Deck of Fate.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

"Hey Al, the witch is gone." Nethan jokingly continues, "Get up on your feet old man! You need some help?" Then he helps Al to his feet. Afterwards, he makes sure the the wizard and skeletal warrior are not faking their deaths or permanent deaths and while wearing his gloves, he checks them for anything that maybe helpful or of value.


fort: 1d20 + 10 ⇒ (8) + 10 = 18

Amelia tends to Dreyyn removing much of the poison, she hopes he can fend the rest off for himself. A brief rest later and colour begins to return to his face. Seems the worst has passed.

Nethan looks at the skeletal remains of the warrior, it doesn't look like he's faking the death.

kn(religion): 1d20 + 8 ⇒ (10) + 8 = 18

However Nethan does realise that the warrior at least is a lesser grave knight. Days later their armour will remerge somewhere and slowly return to life. Nethan is unsure of how to stop the process so it's likely they will bump into him again. The wizard does not seem to have the same benefits however.

As Elise takes out the wand to hand it to someone to inspect she suddenly feels reinvigorated.

healing: 2d8 + 5 ⇒ (7, 3) + 5 = 15

She is unsure how she did that. She feels better though is uncertain if that is a good thing right now.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4
Quote:
"Hey Al, the witch is gone." Nethan jokingly continues, "Get up on your feet old man! You need some help?" Then he helps Al to his feet. Afterwards, he makes sure the the wizard and skeletal warrior are not faking their deaths or permanent deaths and while wearing his gloves, he checks them for anything that maybe helpful or of value.

Alþórel gets to his feet, still a little shaky.

"One of the benefits to prescience is the ability to choose - to some degree - between the paths of life. Fate exists, but is seldom the impossible obstacle so often imagined. But that... that arrow was meant for me. I could sense it. I haven't been that close to death since I was born."

Al blinks and comes back to the task at hand, taking the wand gingerly from Elise and studying it.
"I've never been much for the study of Necromancy. Still..." spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24 Possible penalty for banned school?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance, anything of value on the Wizard or Skeletal Warrior?

Nethan is busy searching the bodies and then sends a missive to Al,

Missive to Al:
"Al, Nethan here, do you know anything about dispatching lesser Grave Knights? The skeletal warrior is one and he will respawn in a few days.


Inactive

Amelia goes about quickly picking up her weapons of choice. "We'd better hurry - I bet these folks were just a rear guard for whatever is after Atenzuki. As for that wand of yours, Elise, it's a bit creepy, but I have to admit it's useful right now."

Amelia uses what's left of her wand to heal the party's wounds.
CLW Nethan: 1d8 + 1 ⇒ (7) + 1 = 8
CLW x2 Alporel: 2d8 + 2 ⇒ (3, 7) + 2 = 12
CLW Dreyyn: 1d8 + 1 ⇒ (7) + 1 = 8

"There's one last charge on this thing - anyone need it?" Is everyone's HP status up to date?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Awaiting for response from Al, Nethan shakes head, "No thank you, I will use my circlet for healing before we go saving the healing charges for the team."

Al, if I remember correctly, you only get penalized for using spells and making magic items from your banned schools, and there are no penalties for using magic items or identification unless it is written otherwise, or personal beliefs?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Awaiting for response from Al, Nethan shakes head, "No thank you, I will use my circlet for healing before we go saving the healing charges for the team."

Al, if I remember correctly, you only get penalized for using spells and making magic items from your banned schools, and there are no penalties for using magic items or identification unless it is written otherwise?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i thought you did get a penalty for spellcraft checks relating to the school such as IDing the spell for counterspells or IDing an item. not sure though, that could be my 3.5 bleeding through (which could also have been a houserule)

my HP is up to date


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

"Useful: very. Creepy: very very!" Elise grimaced and replied. She looked a bit winded, but in good health. "I would feel so much better if Al or Nethan could tell me what it was ... Preferably before my soul is forfeit or anything!" She finished with laughter.


Nethan doesn't find anything of value on these two, however he does recognize the personal effects of some of the knights that traveled with them on the remains of the skeletons.

Alþórel inspects the wand, he finds that it is a very curious one and doesn't quite function like most wands. At basic it casts a cure moderate wounds when the charge is expended though it seems it has mythic powers within.

Wand of Valour:

Currently: 20 Charges

This wand can be used either by being on the person or in their hand. If the wand is in their hand they may activate it as a swift action instead of a standard. If it is not in their hand they may activate it as a standard. When cast it casts cure moderate wounds as CL 5.

This spell may also be activated by anyone within 30 feet of the wielder. This takes their standard action, not the wielder's. The spell is then cast from the activator with a range of touch.

When someone activates the wand be it the wielder or someone within 30ft they may spend Mythic points to enhance the effects in two ways.

1 point: The spell now heals 4d8+10 instead.

1 point: The spell can now be activated as a swift action. If this power is activated by the wielder and the wand is held in his/her hand the casting becomes a free action.

They may activate any and all abilities as long as they spend the points needed.

Unlike normal wands this wand does not have finite charges, instead it is regenerated through combat. For every enemy that is either killed or incapacitated within 100 feet of the wielder the wand gains a number of charges equal to the creature's CR. These charges are reset to 0 every 24 hours.

School: Conjuration, Evocation.

I hope I got all the wording right, if something is unclear tell me. As this is a custom item, similar to the deck of fate.

@Nethan: I'm not sure what spells your legendary item has in it but I do realise this item might make any healing it has a little less valuable so I'd be fine if you changed the spell to something if you wanted.

The wand itself seems fitting for a deity of war by how it functions. Though there is little iconography to show if it is actually dedicated to a god or not. The fact it came from the alchemist that was covered in blood makes Alþórel wonder if this is related to the heart's magic or if this was on the alchemist before he leapt in.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance, the Legendary Item only heals me and it is 10 per tier/per LPS. So I will not change it because the party needs it.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Alþórel pursed his lips, and explained how the wand worked.
"It's brilliant." he allowed, reluctantly. "And evil. Not 'Evil', in that it eats souls, or is formed from hell... just something coldly pragmatic, encouraging you to fight and kill. It won't twist your mind, but it will be a constant temptation, every day, every fight."

"Part of me thinks we should destroy it, now. But Amelia's wand is all but empty, and if we use only the energy of those we had to kill anyway..." he grimaces, as if biting into a lemon and discovering a worm "It's working on me already. Insidious. But let's carry it for now - at least till we can find alternative healing."

Is anyone taking it?

Changing the topic he continues gruffly
"Back to the Alchemists, or press on? I suggest we press on while Nethan's spells are still active."


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

"Oh.." Elise expression brightens and she smiles. She doesn't seem overly concerned by Als implications. "That sort of evil. I know how to handle that! You had me worried there a moment."

Unless anyone else wants it, Elise will put it back in her backpack.

"Yes, onwards to battle! These ones seemed to be stalling, better not let them complete their goal."


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Looking at the wand and then the group, Nethan responds, "I can carry the wand for this operation since my spells are more for knocking out than battle. At times, like the last battle, I was not doing anything useful because of the tight hallways. If you want someone who can heal during combat while in the manor, I will most likely be able too."

Nethan looks at Al, "Are you ignoring me or did my missive not get to you?"


@Nethan: Ah that is a lot better than I thought! Makes you pretty self sufficient for healing which is awesome.

I'll move things along a bit so the party has something to interact with but feel free to continue the conversation about the warrior

As the party moves forward they find that the door to the north is locked so it is likely not the path person they're chasing ran down. They find another staircase leading down. At the bottom of the corridor there is naught but a wall. So likely not there either, leaving only a single option. Looking through the opening into the next room they find a large room with cells lining all the walls with various Eldred prisoners in them.

At one of the cells the group sees Captain Moretti trying to cut through it with his blade. There are two wisp like apparitions above him currently in the shape of balls. In the corner of the cell he is trying to break open is a young looking human woman. She has what remains of some tattered robes, lots of scars from recent wounds and pin prick marks all over her arms. She has short black hair that was once longer but hacked off near her shoulders quite crudely. Her features place her as a human from Tian Xia.

She looks to be trying to cast magic from what Nethan and Alþórel can tell but it looks like her own reserves are either depleted or something is repressing her abilities. She is scowling at Captain Moretti's attempt to break her free.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

"I got it. I'm trying to think of something clever. So far the best I have is imprisoning them."
GM Radiance: knowledge:religion: 1d20 + 8 ⇒ (16) + 8 = 24

At the sight of the balls, Alþórel pauses and opens his sixth sense Detect magic knowledge:x for wisps: 1d20 + 8 ⇒ (1) + 8 = 9


Inactive

While Al is busy with his magical detection, Amelia does what she knows best - sneaking closer without being seen! Stealth: 1d20 + 13 ⇒ (16) + 13 = 29


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn also does his best to sneak about, in attempt to both start any resultant combat in a position to easily flank as well as cut off any exits that the less stealthy members of the party aren't already cutting off.

stealth: 1d20 + 10 ⇒ (20) + 10 = 30


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

"So... "

Elise eyes narrow and she looks around in the holding room. Her eyes freeze on the Tien woman, realizing that this might/must be 'The Heart'. Tattered, drained ... She forced back the fury she felt, for now, and continued her survey.

"... who would be our adversary here? The puffs of smoke?"

She'll give the rest of the team a chance to gauge the situation before taking matter into her own hands. Striding into the room, she announces her arrival.

"You will only break the blade that way. Steel is fragile ..."

Assuming no hostile events:
With a nonchalant grin, she grabs hold of the holding cell bars and test their strength. After finding a firm grip, she bites down and strains. Her hands shift from human to draconic, growing scales and claws as the steel starts to bend.

Str check: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

* The description of the cells are a bit vague, but I assume they are somewhat more like large cages then little cells with only tiny windows (since we can easily see into them : ) )

Bending iron bars is DC 24, bursting down barred doors is 25 & breaking down iron doors are 28. So unless the cells are magically hardened (or made out of something tougher!) she should be able to at least bend open a few bars : ) If it is not enough, but close, she'll surge for an extra +1d6

Last random thought: The Captain looks sorta evil on the map. Will he respond with hostility, then Elise will certainly start by bending something else then the bars :P - Hmm will put stuff in a spoiler


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Back in the Hall

Unable to do anything with the Skeletal warrior, Nethan breaks it down as much as possible to hopefully make it take longer for the skeletal warrior to reform.

Current Location

Nethan looks at the young human woman and attempts to see what she is casting, "She is trying to cast a spell let me see if I can identify it? If I can ID the spell, perhaps that is the spell we need to cast to drop the barrier or whatever it is? Or perhaps something else we can glean from it?"

Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15


Sorry for the delays most of my days have been out the house and back without much sleep.

Alþórel thinks on the grave knight issue and knows that they usually have a safe haven or safe spot somewhere that the armour will begin to rematerialise. It reappears in that area within minutes though however takes several days or weeks depending on the power of the grave knight to reconstruct themselves. In that time they are quite vulnerable and if the armour is shattered they will be gone for good. When Alþórel reaches the new room thinking on what Nethan gave him he realises that the good captain seems to be a grave knight too but one of greater power than the warrior they had just seen. The wisps are clearly magical though beyond that, Alþórel could guess they could be anything from lightning spirits to simulacrums.

Amelia and Dreyyn disappear without even a sound from the parties view and get ready to flank in. Hiding behind cages or near the walls while the rest of the party get ready.

Nethan identifies the spell that the heart is trying to cast is as magic missile. Though he detects no other magic around the cell but something suppressing the heart's power in her body. Likely whatever has stopped her has either been ingested or injected into her body.

Elise wanting to show her stuff walks up and begins to strut her stuff while showing that she has plenty of strength, bending open the bars of a nearby cell.

Elise hears a chuckle resounding like an echo chamber coming from inside the captains helmet. As he turns around you see the lower half of his face is missing only left is the jaw bone moving around to talk. "Oh please then Elise, wouldn't you like to help me then? Come open these bars for me. These old bones lack a working muscular structure after all. Fret not though, my blade has plenty of magic so it won't break on these bars. He hasn't spotted either Amelia or Dreyyn who have entered the room. Moretti seems to be playing along with the strutting Elise appears to be doing.


So what would people like to do, if you can't think of anything you can just up and attack him if you so wish.


Inactive

One vote for attacking!


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I have a feeling it is a must.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Lets go with that then : ) I assume the graveknight is not going to let us walk up to him and simply smash him so: Initiative: 1d20 + 3 ⇒ (9) + 3 = 12


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I've been going crazy - and I think Al has too - reviewing 'memories'. I know we used Detect Magic around the captain a few times, and he never 'pinged'. That leaves options
(A) he's only just changed
(B) he can disguise himself that well without magic for long periods of time
(C) he has super-magic for disguising himself
(D) this is an illusion.
B & C: why not just leave the illusion on?
D is looking pretty good.
I can see Al spending a round trying to work things out, rather than risk killing an ally because of an illusion. So currently looking at casting the old Detect Magic.
In fact I think he'd burn a Mythic point and pull up Arcane Sight.

Alþórel speaks a word of Power, and his eyes flash blue - not simply a blue iris, the entire eye goes a faintly luminescent brilliant pale blue, like two little windows into the sky on a summer day.
concentrating on the captain


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

attacking or not is fine with me as a player. Dreyyn is a careful sort and will not initiate hostilities in this situation, until others have.


Alþórel doesn't detect anything from the captain despite seeing that he is not what he appears to be. It seems that his gear and himself are non-magical with no aura to speak of. However the two orbs above his head do appear as magical auras.

spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28

They are creatures summoned through necromancy so are likely apparitions such as ghosts or spectres. They are also capable of spell-like abilities and resonate as faint power.

As Nethan detected before the woman in the cell is magical and is capable of spell-like abilities as well. Though her aura after concentration is strong.

The captain folds his arms waiting. He does see that Alþórel has cast a spell though he doesn't appeared threatened by it.

I'll start combat once everyone has done their non-combat things they'd like to try beforehand.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

"Hmm." Elise crosses her arms in mirror of the knight, eyes darting back and forth between the bars and him. I wonder if I can shove him in between the iron bars and pin him ...?

Elise 'non-combat' things are likely to turn into combat ones real quick :P


I'll start the combat in the morning then since people don't seem to be doing anything else. Feel free to post your actions


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn maintains position


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

If Elise wins initiative, she'll claw the Graveknight. If she loses initiative, she'll probably claw the Graveknight (unless something more pressing comes up!)

Claw dices and such:
To Hit: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16

To Hit: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28

Damage?: 1d8 + 10 ⇒ (6) + 10 = 16

Damage!: 1d8 + 10 ⇒ (6) + 10 = 16


initiative:

Elise: 12
Dreyyn: 1d20 + 2 ⇒ (10) + 2 = 12
Alþórel: 1d20 + 5 ⇒ (20) + 5 = 25
Nethan: 1d20 + 4 ⇒ (12) + 4 = 16
Amelia: 1d20 + 5 ⇒ (13) + 5 = 18
Spook: 1d20 + 5 ⇒ (3) + 5 = 8
Graveknight dual initiative: 28/8
Ghosts: 1d20 ⇒ 4

Graveknight, Alþórel, Amelia, Nethan, Dreyyn, Graveknight, Spook, Ghosts

Seeing that the staring match is going nowhere, the captain turns his blade towards the group and a shield solidifies on his left arm. It looks very similar to Aroden's shattered shield but it looks to be tainted within the cracks. A purple aura seeping from each crevasse of the metal. He snaps his fingers and a pair of ghosts form from the two orbs above his head and they float 10 feet off the floor. They have screaming masks strapped to their faces and are formed with tattered robes. Their arms lightly crossed over their chests.

Round 1

The captain draws his fingers across his blade and it becomes enchanted with a greater force. He is then seen casting a spell on himself. He then moves to engage Elise.

The captain dodges Elise's first attack, then attempts to block the second one going for his chest.

block: 1d20 + 14 ⇒ (10) + 14 = 24

He doesn't manage to bring his shield up before he gets struck, though the attack is blunted by some of his natural defenses. Now next to her however she can feel the absolute power in the blade, she has a feeling she doesn't want to be hit by that thing.

Moved people around on the map a little to reflect what happened before the fight, since I realised I hadn't done it prior.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Hmm - "...Fret not though, my blade has plenty of magic..." yet it shows non-magical. Can that give Al a clue as to what's happening? spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18 or -1 if Knowledge:arcana.
Keen for Al to realise what's happening.

"What have you summoned? Ghosts? Wraiths? Nethan, their yours."
Edit: So Ninja'd. Trimmed the rest.

Edit 2: The old man strides forward and opens his mouth, though no sound emerged beyond a simple word.
Ear Piercing Screamdamage: 2d6 ⇒ (4, 1) = 5 damage and dazed for 1 round. Fort save at DC 15 to halve damage and ignore daze


Alþórel knows of a spell that fools common detect spells quite easily which is likely what is happening, the spell is called Misdirection. Despite its short range it's likely that one of the Graveknight's equipment can cast this often enough to keep him hidden.


Inactive

"Damn you captain. We should've just left you running in circles back in the woods!"

She decides to go after the graveknight. Her weapons were probably not going to be very effective against it, but it was better than trying to hit a ghost.

Fleet Charge: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22; Damage: 1d4 + 11 ⇒ (3) + 11 = 14 Ignores DR
Attack: 1d20 + 11 ⇒ (10) + 11 = 21; Damage: 1d4 + 11 ⇒ (3) + 11 = 14
Attack: 1d20 + 11 ⇒ (11) + 11 = 22; Damage: 1d4 + 11 ⇒ (2) + 11 = 13
Attack: 1d20 + 11 ⇒ (19) + 11 = 30; Damage: 1d4 + 11 ⇒ (4) + 11 = 15
I am so taking Clustered Shots as my next feat.

Note: If the Captain looks like he might make his save against Alporel, Amelia will intervene with her Deck of Fate to make his save a 2!


Round 1

I think ear-piercing scream on undead just does the damage but since it isn't against an object it doesn't trigger the fort save? Wait damaged is halved on a fort as well.. okay I'll just say he takes full damage and ignores the daze until I look up a bit more.

The ear piercing scream rattles the captains head though he doesn't seem to be dazed from the effect.

Amelia throws her sets of stars at the captain only one of them manages to strike him, getting in a decent hit. Though some of it is blocked by his defenses.

waiting on a few more before the ghosts I think


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Move: Study the target (graveknight)
Move: move to flank graveknight
acrobatics: 1d20 + 23 ⇒ (6) + 23 = 29 vs Graveknight CMD

Swift: spend MP to Sudden Attack

take better of:
atk: 1d20 + 8 + 2 + 2 + 2 + 1 ⇒ (3) + 8 + 2 + 2 + 2 + 1 = 18
atk: 1d20 + 8 + 2 + 2 + 2 + 1 ⇒ (4) + 8 + 2 + 2 + 2 + 1 = 19

dmg: 1d8 + 3 + 3 + 2 + 1d6 ⇒ (7) + 3 + 3 + 2 + (6) = 21 bypasses DR


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

ROUND 1

Nethan does not respond to Al because he already told him what he can and can not do, then he moves to his current location behind Amelia with his two-handed crystal sword at the ready to back her up and to let the others in the room.


Round 1

Nethan moves out the way and sets himself to defend Amelia in case the ghosts get to near.

Dreyyn does a great flourish to land behind the graveknight but unfortunately is unable to stick the attack.

The graveknight quickly slashes at Elise with his sword.

attack: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d8 + 1d6 + 18 ⇒ (1) + (1) + 18 = 20 woo minimum damage

The captain then casts a spell of negative energy on himself.

2d6 ⇒ (4, 6) = 10

Spook runs up to Nethan and casts magic weapon on his blade, giving it a minor enhancement bonus. I believe this is possible since it works for monks fist? Mindblades can have spells cast on them right?

The two ghosts move into flanking positions around Dreyyn and Elise. Then each of them attempts to strike at their foes.

attack(Elise): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
attack(Dreyyn): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

damage(Elise): 1d4 + 3 ⇒ (1) + 3 = 4 all the ones on you
fort save: 1d20 + 8 ⇒ (9) + 8 = 17

Dreyyn manages to dodge the ghostly hand whereas Elise feels herself go cold for a brief moment as a hand plunges into her back. However she shakes off any debilitating effects.

Round 2

The captain points his sword towards the ground and an aura of desecration begins to surround himself and the two ghosts.

Back to everyone


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Round 2

Elise snarls at the annoying ghosts for interfering and sweeps one of her claws in its direction. But it does not strike, merely gestures, and a thin veil of force appears between Elise and her foes.

After the momentarily distraction, she lunges forward at the Graveknight again raking him with her clawed fingers.

To Hit: 1d20 + 11 - 2 + 2 ⇒ (18) + 11 - 2 + 2 = 29

To Hit: 1d20 + 11 - 2 + 2 ⇒ (16) + 11 - 2 + 2 = 27

Damage: 1d8 + 10 ⇒ (1) + 10 = 11

Damage: 1d8 + 10 ⇒ (3) + 10 = 13

Swift Action to expend a Mythic Point and use Arcane Surge: Shield, full round action to full-attack


Inactive

Round 2

As her blades bounce with little harm off the graveknight, Amelia decides her skills are better used elsewhere. She moves quickly to the bars where Atenzuki is being held and begins to work on the lock with her theives' tools. "We're friends, and we're here to get you out of this place!"

I think it'll take another round to actually open the lock, but just in case: Disable Device: 1d20 + 13 ⇒ (6) + 13 = 19 And it might take another round more!


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

ROUND 2

Nethan moves to Guard Amelia while she attempts to disable the lock, "I'll cover you Amelia and doesn't this remind you of our adventures in Varisia?" Nethan says with a smile while focusing on the enemies.

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