Nearly gods... (Inactive)

Game Master BloodWolven

Nearly Gods-monastery

Upper and lower

Rough Map

Gnoll Tower


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Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

Casually swims through the murky water, cavitation bubbles forming nearly in his wake


"Onward my rock! Onwards!!!"

Realizing he is going in the wrong direction, Mr. Ziggles corrects his rhino on the right heading.
Rhino Swiming: 1d20 + 10 ⇒ (12) + 10 = 22

They make it to within a few dozen feet of where they think that they are supposed to go, then the waters get choppy.

A DC 30 check? I would need a nat 20 just to match that... Then I would have to do it twice in a row!
Any chance I might be able to do something different, like dive down and walk along the floor of the lake?


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

the solution is don't take your mount =D or do something that turns your mount into a dolphin or something


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

beyond the white door:

the Maze spell has no save, only allows for a DC 20 INT check.
INT check DC 20: 1d20 + 14 ⇒ (7) + 14 = 21 (add +8 to this if you did indeed want a DC 32 Will save vice the INT check that Maze asks for)

Will vs Banishment, DC 29: 1d20 + 22 ⇒ (15) + 22 = 37

Will vs Illusion of Madness, DC 33: 1d20 + 24 ⇒ (13) + 24 = 37

The Tinkerer will be alternating Detect Magic and Detect Secret Doors.

He will use 3 charges on his analyzer to activate Moment of Prescience 20 hrs, ends when used.

He will use 3 charges on his analyzer to activate Foresight 200 min

===============DESCRIPTION======================
Dr Bertram, after fidgeting with his goggles, cautiously walks through the white door with his buckler on his left arm, his highly enchanted crossbow in the other hand. He looks nervously this way and that, taking in all that can be seen.

"Oh great, a maze," he says, clearly not excited at the idea of being stuck in a magical maze. "Parlor tricks, too," he notes as an illusory shadow slime rushes at him and through him, revealing itself to be false.
================================================

Survival, using Moment of Prescience: 1d20 + 16 + 20 ⇒ (6) + 16 + 20 = 42 mins: 2d12 ⇒ (5, 12) = 17

Dr. Bertram will also be looking for traps,
Perception: 1d20 + 36 ⇒ (13) + 36 = 49 vs traps.

===============DESCRIPTION======================
From a bulbous pod attached just above and between the eyes of his goggles, a small red construct about as big as a human eye flies out and down the corridor, with little beams of light spiraling out of it, the lights touching every inch of the walls, floor, and ceiling as it passes. A minute later, it returns from its journey and rests again in its pod on The Tinkerer's goggles. With a small hum, red symbols can be seen quickly cascading down the lenses of his goggles, too fast to recognize.

He looks up, resolved. "This way," he says, confidently. He waits for the others to proceed, and follows not far behind them. In a fashion the others will come to realize as typical of him, he walks while turning his head this way and that, scanning all visible surfaces for traps.

================================================


Mr. Ziggles that would work, just take a bit of time.

Tinkerer:
Unfortuneatly since you were not touching any of the others who went through the door, you are now by yourself. You find 4 traps on your way to the center.

Alton:
1d20 + 20 ⇒ (14) + 20 = 34 CL vs. SR DC 31, so the Maze spell still affects you. You may roll, or just figure your way out of it in 20 rounds, 2 minutes.

Oom:
Yes, the throne is magical, many abjuration spells, a universal spell and a transmutation spell. Baris says, "You may go sit upon the throne and hold this position, though be ware, you may change to its will. Or you can help me put some protective wards, alarms, and such up."

Water:

Wilber and Tate swim together very quickly towards the underwater temple, soon to find themselves assailed. Perception checks.

Four long tentacles writhe from this three-eyed fish-like creature's flanks, and its green body glistens with thick, clear slime. There seems to be a swarm of these tiny to huge creatures. Hundreds of them, perhaps thousands or tens of thousands considering the small ones.

Wilber and Tate both of you go first, roll initiative tell me your actions, as well as anyone else in the water.


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

perception: 1d20 + 24 ⇒ (15) + 24 = 39
init: 1d20 + 8 ⇒ (15) + 8 = 23
looks to follow Wilbers Que, but it's clear he plans on swimming past and ignoring the swarms and tentacles while going full defensive and getting into the temple


Male Brute Superstitious Barbarian/Cross Blooded Sorcerer 20

Perception: 1d20 + 25 ⇒ (13) + 25 = 38 + blindsense and blindsight 30 ft.
Initiative: 1d20 + 10 ⇒ (10) + 10 = 20


Male Wildling Gestalt Oracle/Wizard (Primalist) 20

Before we get started I would like to know, what is going on?


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (9) + 5 = 14 1d20 + 5 ⇒ (1) + 5 = 6 dang it I'm rolling terribly 1d20 + 5 ⇒ (9) + 5 = 14 1d20 + 5 ⇒ (4) + 5 = 9 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (13) + 5 = 18 1d20 + 5 ⇒ (7) + 5 = 12 1d20 + 5 ⇒ (7) + 5 = 12 1d20 + 5 ⇒ (19) + 5 = 24 finally, ok that's one minute in the maze,


Male Wood Elf HP:17/85 + 0/16 Temp | AC:16 | HD: 6/8 | INIT: +3 (Advantage) | SAVES: STR +4/ DEX +3/ CON +3/ INT +1/ WIS +2/ CHA +1

Checks and Saves:
Maze - Int DC 20 - Success
  • Maze Int Check: 1d20 + 6 ⇒ (18) + 6 = 24

Banishment - Will DC 29 - Success
  • Banishment Will Save: 1d20 + 22 ⇒ (15) + 22 = 37

Illusion of Madness, something big and slimey charges you act accordingly unless save vs. Will DC 33 - Success
  • Illusion of Madness Will Save: 1d20 + 22 ⇒ (12) + 22 = 34

Once you have passed the initial spells, then you must decide on how you will traverse the maze in front of you.
Survival DC 10 (1d4 hours), DC 20 (1d6 x 10 minutes), DC 30 (2d12 minutes)

  • Survival Check: 1d20 + 6 ⇒ (6) + 6 = 12
  • Hours: 1d4 ⇒ 1

Once every 30 minutes you must make another save vs. the madness.

2 extra Saves required. I'm assuming this is mind-affecting spell and/or effect so I should actually have a +8 Resistance from Mind Blank so I will take that into account for these next two saves. - Both are failures

  • Illusion of Madness Will Save: 1d20 + 26 ⇒ (2) + 26 = 28
  • Illusion of Madness Will Save: 1d20 + 26 ⇒ (2) + 26 = 28

Like a glacier, Elwë would slowly and surely make his way through the maze that lay in front of him taking note of dead ends and intersections when a mounstrous ooze like creature came rushing towards him.

Initiative: 1d20 + 14 ⇒ (4) + 14 = 18

If possible, he will use his Greater Invisibilty each time using his Ki Points. If the creature seems unable to find him, he will sneak past and continue on his way.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

forgot the survival check 1d20 + 11 ⇒ (12) + 11 = 23 1d6 ⇒ 3 30 minutes to get through that maze, 31 total which means 1 extra madness save DC 33 1d20 + 20 ⇒ (1) + 20 = 21FAIL unless true seeing can bypass it, also if that fails remember to roll the spell resistance,


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

Realized I made a couple mistakes. Since Aiden is in Ivanna's backpack, I think she loses Alterness. Also, I had Oneiros's perception as a +13, but he has 15 ranks +3 from class skill, so it should be +18.

Ivanna's Perception Check: 1d20 + 4 ⇒ (3) + 4 = 7
Oneiros's Perception Check: 1d20 + 18 ⇒ (20) + 18 = 38
Demon's Perception Check: 1d20 + 26 ⇒ (3) + 26 = 29 w/ true seeing

Ivanna would have walked directly into the vine laiden path if it not for Oneiros stopping her.

"Why have you stopped me so aburptly?" Ivanna exlcaimed to Oneiros.

"Forgive me, my queen, but there are strange things coming out from the under the tree, said Oneiros to Ivanna.

Spending a moment to bond her senses with Oneiros, Ivanna took a better look to see what he was talking about.

Ivanna's Perception with 1 round of Bond Senses: 1d20 + 18 ⇒ (2) + 18 = 20
Actually, just realized that I didn't need this check. Re-read bond sesnes and it says, "a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does." Leaving it here so that no one thinks I'm trying to cheat the dice roller.

"Besides the fact that it is blackened, I do not believe this is any normal tree. Be prepared, all of you," Ivanna tells all three of her companions.

Knowledge(Nature) check to identify the tree/vines: 1d20 + 34 ⇒ (12) + 34 = 46

Ivanna's Initiative: 1d20 + 6 ⇒ (12) + 6 = 18

Ivanna draws her her Greater Quickened Metamagic Rod while Oneiros draws all six of his rods for battle. Aiden comes out of hiding, at first afraid, but feeling more comfortable when he sees the huge demon Ivanna summoned.


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

maze:

The Tinkerer will attempt to disable the traps, and if he beats the DC by 5 he can steal one trap with his trap stealer rod. If you could describe the traps that he beats the DC by 5 on, I will tell you which he finds the most interesting to steal.

disable device: 1d20 + 45 ⇒ (5) + 45 = 50
disable device: 1d20 + 45 ⇒ (6) + 45 = 51
disable device: 1d20 + 45 ⇒ (4) + 45 = 49
disable device: 1d20 + 45 ⇒ (5) + 45 = 50
Eesh.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Baris tells Oom, "Well the short version is that I am looking to get a new home, and it will allow a few of you to become gods one way or another, it summons those that could claim such power, why you are all here."


The Madness is a supernatural ability, thus no spell resistance Alton. The hallucination happens for 5 minutes.

Alton all by himself, starts going through the maze until he sees his mother. Feel free to RP it out for me, what ever would be worse...

Elwe the slimy creature must have blindsense for it keeps attacking and you keep dodging it. Describe how you attack it or retreat from it.

Ivanna that is not a natural tree, you think it is an aberration. It is not attacking you, the vines are just moving around. Feel free to attack it if you want.

Tinkerer:
You are the first one to get to the center. After those traps. None of the other ones are present. A flickering green force wall is in this room seperating the room into two. The room before you has a few corpses, a dead ratfolk, a pile of ash, and a desicatted body. What do you do?


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

and the true seeing does squat? fair enough he is beside his robot who is immune to mind altering effects is it possible that the robot can snap me out of it?


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

The Tinkerer's mad adventure:

What were the 4 traps? i would have liked to steal one of the traps with his trap stealer's rod, unless i didnt beat the DC of any of them by 5 in which case i couldnt steal them.

In which way did the green wall divide the room? does it do so in a way that prevents me from getting to part of the room?

First, Tinkerer will cast Detect Magic and concentrate 3 rounds to determine what magic is in the room and where, and what school (his kn:arcana is high enough for an autosuccess). also, if there are any creatures in the room that show up due to detect magic, they must make a DC 34 will save for my Detect Expertise feat.

Then, he will detect undead just to make sure that none of those corpses are going to get up and start attacking.

Hopefully at the end of this he will know:
1. Are there undead in the room?
2. are there other magical creatures?
3. General Ideas about what magical effects are present and what school they are
4. presence of magic items and what schools emanate from them
5. what way that green force wall is oriented

also, from the Foresight i cast earlier:This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.


"Hmmm. We making no headway! Time ta dive Rocky!
Dive Dive Dive!!
"

With that Mr. Heavyfoot stops attempting to stay afloat and just lets his natural weight take over, sinking deep below the waves.
Auto fail swim checks means I sink, probably about 30ft per round? How far is it to the bottom, and once I am at the bottom, I should be about a 50ft 'walk' from the temple? Assuming that, how many swim checks do I need to take? (remember I can take 2 per round and going 20*ft per check)
Air:
Mr. Ziggles: 56 rounds
Mr. Heavyfoot: 56 rounds

Edit: I only go 20ft per swim check, as its a quarter ms.


Well if the robot does anything to you, you will likely see the robot as the subject of your madness which you might just attack it. Sorry Alton just read True Seeing, you see through all the illusions though the madness still gets to you it is a supernatural spell like ability, that is affecting your mind and playing on your fears.

Tinkerer:
The first trap was cloud kill, the second was lightning bolt, the third was murderous command, and the fourth was a Madness curse. You beat them all by 5 or more.

The green wall makes it so that you cannot get to the other side of the room. 30 feet deep to the green wall, and the room extends 30 feet to your right and left. The room appears to be another 30 feet deep past the transparent green wall. There appears to be thousands of spells in effect on the other side of the green wall. This side there are preservative wards on the walls, floor and ceiling. The green wall is likely to be a wall of force. With detect magic you look at the floor and it flashes words, 'Only once one remains the wall will descend and one may claim the heart as their own.'

The dessicated corpse is undead, at that point a green could pours out of the ratfolk's body, another undead. It seems that there are no magical items on the bodies or in the room. You should cast protection from evil ASAP!

Everyone if you are in combat please post 'Round X' at the top to help me understand what actions you are taking for specific rounds, otherwise it can get really confusing. Thanks!

Roll Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Whisper Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

Wilber and Tate, I need to know your first round actions or what you would like to do. Yes you could just swim by them, though it would provoke lots of AoOs!

Mr. Ziggles it would make sense you can make it to the temple in 5 rounds, though the slimey ones might want to stop you. Which will happen on round 3. See water spoilers above. Also roll initiative and roll your actions for round 3. Wilber and Tate are on round 1.


So I arrive on round 3?
KK, everything dies on round 3 >:D

dice rolls:

Swim check, 1st round: 1d20 + 10 ⇒ (14) + 10 = 24
Swim check, 1st round: 1d20 + 10 ⇒ (16) + 10 = 26
Swim check, 2nd round: 1d20 + 10 ⇒ (15) + 10 = 25
Swim check, 2nd round: 1d20 + 10 ⇒ (19) + 10 = 29
All passed with aplomb
Initiative Check: 1d20 + 4 ⇒ (2) + 4 = 6

Initiative 6.

Hey, I just thought of this. can I trample underwater (as a full round action, moving at half my speed)?


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

if Mr Ziggles ain't hacking the swim, my guy will go in to fight the tentacles


I am coming, I am a bit late (round 3) but I am coming!


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

looks at the state of things with wilbur and mr Ziggles and charges the source of the tentacles if he can see it

Blllurrble blurrble blurble! (you can almost hear Woooooo wooo wooo! through the water)

1d20 + 31 ⇒ (16) + 31 = 47


Male Wood Elf HP:17/85 + 0/16 Temp | AC:16 | HD: 6/8 | INIT: +3 (Advantage) | SAVES: STR +4/ DEX +3/ CON +3/ INT +1/ WIS +2/ CHA +1

Elwë would watch as the creature continued it's assault despite his rather extraordinary ability to wipe his presence away from most creatures.

Continuing to dodge the creatures attack, he would slip the rod he still had in hand from earlier into his backpack while trying to recall any information he might have on such a creature.

Knowledge (Dungeoneering) - Trying to identify the creature.: 1d20 + 17 ⇒ (15) + 17 = 32

While doing so, he would pull a flask of holy water out from under his clothing and cast a spell with practiced ease.

Holy Ice cast with Quickened using Spell Perfection.

As the words of a prayer rolled off his tongue, he would pop the cork from the flask and scatter the contents into the air as his words reached a fevered pitch. As quickly as the droplets escaped from the bottle, did they turn into spears of holy ice and speed forth to stab into the creature that stood before him.

15 Spears speed forth.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

Alton casts two bone shatter spells at the illusion one quickened one with the efficant metamagic, both simply lvl 4 thanks to spell perfection and casts an antimagic field over himself

next turn if the illusion does not fade in antimagic he assembles another one of his atomotons because I don't have any but the alpha statted up and because the ones other than the alpha can be changed every time I deploy them I'm going to go with this one has all the settings of the alpha other than evasion and shock shield and is small size category


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

Round 1?

Knowledge Dungeoneering: 1d20 + 34 ⇒ (16) + 34 = 50

"This is definitely no plant! It must be some strange aberration," Ivanna says out loud, mostly for herself.

Going to wait until I know more about the aberrant "tree". Mostly Because I'm alone with two creatures that are only about a CR 13 and 16. Gotta be cautious for now.


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

white zone:

The Tinkerer will steal the madness trap.

So the room is 60x60 but effectively 60 wide by 30 deep now (correct me if i am wrong). What material is the wall made of?

you posted that thing about saying Round X inside the spoiler for me, so the others may not have seen it unless they were reading other people's spoilers

kn:religion on the undead: 1d20 + 39 ⇒ (1) + 39 = 40
Round 1 init: 1d20 + 8 ⇒ (8) + 8 = 16

Dr. Bertram will use his disintegrate prototype and shoot the corporeal of the two undead.
ranged touch: 1d20 + 21 ⇒ (10) + 21 = 31
40d6 ⇒ (5, 4, 2, 1, 2, 6, 6, 1, 4, 2, 4, 3, 2, 3, 1, 5, 1, 4, 1, 4, 6, 4, 2, 2, 3, 6, 5, 5, 3, 5, 5, 6, 4, 4, 2, 5, 4, 6, 4, 1) = 143
Fort DC 30 partial for 5d6 ⇒ (5, 3, 6, 6, 3) = 23 instead of the 40d6.

He will then draw his knockback gun (weird science device). The glow on Dr. Bertram's buckler intensifies somewhat with the presence of incorporeal undead (ghost touch).


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

daw no new toys for me :P


Tate and Wilber you can tell that there are swarms of the creature that are small. Then there are larger versions Medium, Large and a few Huge of these Abberrations. Nonetheless it is a vertitable wall of enemies that seem will charge upon you. Tate you swim forward and swing your weapon, many of the tentacles, if not their bodies are sliced in half, whereas the tentacles would be severed.

Elwe you are not certain, though you think that the creature is not an abberation, perhaps a demon? Your holy spears puncture it, then they continue after going through that body, it continues to hound you...

Alton no more illusion.

Ivanna you think this is a varient Roper. You know exactly what a roper is and their habits, thus you would say varient, for it is not attacking you. Perhaps it is a guardian, though you don't know?

Tinkerer:
The walls are made of stone.

Oh, I will post it out now! Thanks totally missed that.

Round 1
The cloud seems to take on the visage of a demon of sorts, it moves 10 feet closer to you.
This is a whisper demon, it is an undead demon. It enjoys taking over bodies and using them as zombies, rotting things is what it enjoys to do over everything else. The Ratfolk body seems to dissolve.
Round 2
Now there is a puddle and two piles of ash. The Whisper Demon charges forward and its billowing form surrounds you. Will DC 27 or be possessed. If you get a 33 or better it cannot try to possess you for 24 hours.


Everyone if you are in combat please post 'Round X' at the top to help me understand what actions you are taking for specific rounds, otherwise it can get really confusing. Thanks!


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

♫ in a white room, with black curtains, at the station ♪:

will: 1d20 + 24 ⇒ (6) + 24 = 30 vs DC 27

Round 2

Armed with new information, The Tinkerer's analyzer spins into action again, letting out a few beeps and a high-pitched hum. spending 1 charge on my analyzer to activate the Motion Analyzer, giving him +5 insight to attack and damage rolls against the Whisper.
"Get back, corrupted beast!"
Dr. Bertram backs up 5ft and takes a shot with his knockdown gun, sending four spiked balls of force hurtling towards the Whisper, impacting with meteoric force.
applicable spell effect linked here

ranged touch: 1d20 + 26 ⇒ (3) + 26 = 29
force damage: 5d6 + 5 ⇒ (4, 5, 1, 6, 6) + 5 = 27
bull rush: 1d20 + 64 ⇒ (13) + 64 = 77

ranged touch: 1d20 + 26 ⇒ (8) + 26 = 34
force damage: 5d6 + 5 ⇒ (4, 2, 4, 2, 3) + 5 = 20
bull rush: 1d20 + 64 ⇒ (8) + 64 = 72

ranged touch: 1d20 + 26 ⇒ (20) + 26 = 46
force damage: 5d6 + 5 ⇒ (1, 6, 3, 5, 5) + 5 = 25
bull rush: 1d20 + 64 ⇒ (5) + 64 = 69

ranged touch: 1d20 + 26 ⇒ (5) + 26 = 31
force damage: 5d6 + 5 ⇒ (3, 2, 5, 1, 2) + 5 = 18
bull rush: 1d20 + 64 ⇒ (1) + 64 = 65

Reflex DC 27 or Whisper falls prone (not that i imagine it would matter much to a ghost?)

Only the highest bull rush result that hits actually counts. He can be pushed back to a maximum distance of 75ft away from The Tinkerer.

EDIT: Confirming the nat 20 above:
ranged touch: 1d20 + 26 ⇒ (12) + 26 = 38
force damage: 5d6 + 5 ⇒ (1, 4, 5, 2, 6) + 5 = 23


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

then finding himself out of the illusion he stops making his automaton and leaves making his way out of the maze in one minute


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

Getting the feeling that the situation might not call for violence, Ivanna decides to call out to the roper-type creature.

Shouting in undercommon, Ivanna asks the creature, "I say, whatever are you doing above ground? If you are seeking conversation, I have been known to debate for days on end about the various places I have seen!" She was clearly trying to towards the creature's intellectual curiosity.

Ivanna will spend the next minute, if no battle begins, trying to befriend (influence attitude) the creature. Because of her Silver Tongued racial ability, she can shift the creature's attitude up to 3 steps instead of 2 with a high enough check.

Ivanna's Diplomacy Check: 1d20 + 35 ⇒ (1) + 35 = 36


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

As the others began to split off, Azulth had decided it was time for a break. Returning to invisibility, he sat down and pulled out all his weapons, checking them for wear and rust and ensuring that they were ready for combat. This takes a good deal of time, since he carries quite a few pointy objects, but he eventually replaces them.

Finally, Azulth sighs. Best to stay with the group, or at least one of them, I suppose. With that in mind, he pulls out a coin and flips it several times, trying to decide what each result should mean. Giving up on chance, he makes up his mind and heads off toward where the odd woman with the strange companions went.

Upon seeing the three facing some sort of... thing... Azulth decides staying invisible might be a good plan for now. He walks around the being, looking for anything that might resemble a weak point or that would be likely to contain organs of some sort, so that if it comes to a fight, he can strike quickly and end it.

Perception: 1d20 + 28 ⇒ (19) + 28 = 47
Stealth: 1d20 + 38 ⇒ (8) + 38 = 46+20 from invisibility, so DC 66 to notice him if it can't see through invisibility. Even if there's a shadow within 10 feet, he's still hiding with a DC 46 Perception check required to hear him. And if that happens, he gets a Bluff check opposed by its Sense Motive to make it disregard the sound.
Bluff: 1d20 + 35 ⇒ (6) + 35 = 41


Tinkerer:
The gaseous form of the Whisper Demon gets shunted back to the Force wall. Between the concussive blast from your ray gun, and some other magical exertions due to an entity 'trying' to get by, the Whisper Demon seems to just dissipate. The force wall drops and you are left standing there thinking that you have won.


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

white room:

The Tinkerer will repeat his scans with detect magic, detect undead, tremorsense and mindsight.

When he feels confident that he is alone, he will analyze what manner of controls lie beyond where the green wall was.


To Ivanna, the trees responds in a slow manner, "Noooo, nooot aaa debbbattter, touchhhh meeeee aaannnnd ennnnterrr."

Once you get within 15 feet of the roper:
The vines shoot up and try to touch anyone even if invisible 'tremorsense',
1d20 + 10 ⇒ (7) + 10 = 17 to hit Ivanna
1d20 + 10 ⇒ (18) + 10 = 28 to hit Ivanna
1d20 + 10 ⇒ (5) + 10 = 15 to hit demon
1d20 + 10 ⇒ (3) + 10 = 13 to hit demon
1d20 + 10 ⇒ (13) + 10 = 23 to hit Azulth
1d20 + 10 ⇒ (9) + 10 = 19 to hit Azulth
If hit Will Save DC 20 each time or cursed with misfortune.
Then the ground seems to lift up in swaths of dirt trying to grab you and pull you into the earth. Will DC 34 - Madness as Phatasmal Killer, though if you fail the creature that is attacking you is the nearest creature.

Tinkerer:
You see before you many different stone furniture. There is a door at the far wall. The door is made of stone as well. Shelves, talbes, chairs, and a few glowing crystals here and there. It seems that nothing is reacting to you or your attempts at activating them.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

I should be there next I took the next least amount of time at 31 minutes and 12 seconds


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

Two questions: 1) What if Ivanna had not approached within 15' yet? It is acting much different than she expected. 2)Is this vs. Touch AC or Normal AC? If forced into approaching, this means I'm either hit once or twice..,


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth continues to hang back on the other side of the creature from Ivanna, though he picks up that it is speaking in long, slow tones. A talking tree-thing. Guess that means it's definitely alive. He draws his special dagger and continues to watch the creature, studying its movements, looking for a weak spot.


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

he'll just swing at enemies every round.... he won't bother raging unless he notices someone spell casting or someone gets hard to hit


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

Tinkerer:

Do those crystals glow with magic? Tinkerer would pocket a few for study either way most likely, but would be wary for a trap set to fool the greedy.

Dr. Bertram will take out and gaze into his crystal ball of true seeing, attempting to scry on the other side of the door.


If you don't get within 15 feet then you don't need to read the spoiler. Only after such action had been taken, and Touch AC.

Good luck Azulth, the only weak points that you can see is its mouth and eye.

Tate swims towards the writhing mass of bodies, once within range he swings and cuts many of them into pieces, thus the water gets muckier and muckier each round.

Mr. Ziggles now in Round 3, what do you do?

Tinkerer:
Yes the crystals glow, but they also seem to be implanted in a stone table or on a stone platform of some kind. Well the door is a stone door that must be at least a foot thick, it might have a lead liner, but you can't see through it.


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

Now I think it is round 1 for me of actual combat

Knowing that something is wrong by the creature's unusual behavior, Ivanna thinks it best to go on the offensive.

"Let's take this beast down!" she shouts to her companions sending both the demon and Oneiros to attack the creature.

As Oneiros and the Demon charge at the roper-like creature, each are hit by it's strange tentacles. Replaced the attacks on Ivanna with Oneiros since he is the one that gets into melee.

Oneiros Will Save for Misfortune Effect: 1d20 + 9 ⇒ (20) + 9 = 29
Oneiros Will Save for Phantasmal Killer Effect: 1d20 + 9 ⇒ (19) + 9 = 28
Oneiros Fortitude Save for Partial PK: 1d20 + 8 ⇒ (1) + 8 = 9

Well... Eidolon is dead. Gotta wait until tomorrow in game to summon it back. T-T

Demon's Will Save for Misfortune Effect: 1d20 + 11 ⇒ (20) + 11 = 31
Demon's Will save vs. 2nd Misfortune Effect: 1d20 + 11 ⇒ (4) + 11 = 15

Took tremorsense into account for the mirror image effect on the demon. The demon has constant true seeing and is immune to the phantasmal killer effect I think. If that is true, since it possess telepathy, it can turn the effect back onto the roper. Also, not sure which misfortune curse you are referring to. There is one where you roll twice and take worse result (witch) and another that you take a -4 to most d20 rolls and crits auto confirm against you (monster abilties section). I'll do the -4 for now since it is a monster ability, but will change if it is the other. Also, from here to the end only happens if the creature passes the Phantasmal Killer effect as well assuming I was correct about True Seeing.

Demon's Charge Attack with Pincer: 1d20 + 20 ⇒ (4) + 20 = 24
Damage on hit: 2d8 + 12 ⇒ (1, 4) + 12 = 17

Seeing the loss of her companion and the poor attack form of her demon minion, Ivanna unleashes a bolt of pure destruction against the beast. Ivanna Casts Disintegrate. Fortitude DC=27

Ranged Touch Attack with -4 due to demon in melee combat: 1d20 + 17 ⇒ (6) + 17 = 23
Damage on Hit with failed save: 40d6 ⇒ (3, 4, 3, 5, 5, 1, 3, 6, 6, 2, 1, 4, 5, 5, 2, 1, 1, 3, 2, 2, 3, 3, 3, 3, 5, 5, 5, 2, 6, 1, 1, 3, 5, 6, 1, 1, 6, 1, 5, 4) = 133
Damage on Hit with successful save: 5d6 ⇒ (6, 2, 1, 6, 5) = 20


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

did you not take "summon eidolon" you can use that and get it back at half health over and over again


Female Soul-caller
Vital Stats:
HP: 102/140, AC: 21/T: 16/FF: 15, Perception +6, Initiative: +6, F: +11/ R: +16/ W: +20. SR:18 CMB: +16, CMD: 32, Speed: 30
20smn/20wiz

No, the spell only lasts 20 minutes and I didn't think it would be that useful except for doing a quicker/shorter summon. Besides, as by my understanding, if it is slain by a death effect, it still has to wait until the next day, regardless of how you try to summon it.

Edit:After looking at the spell, I am correct. It says "Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic...This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage." This means I can't ignore the death effect from Phantasmal Killer.


Male Brute Superstitious Barbarian/Cross Blooded Sorcerer 20

Wilbur points at the creatures and mutters something, a globe of pale blue energy flies from his fingertips and strikes the center of the group. The surface water freezes in a 40 ft. radius and any creatures within take 15d6 cold, 15d8 + 1d4 rounds of staggered if they have the water subtype. DC 26 reflex for half-damage and negate the staggered condition.
Damage: 15d6 ⇒ (4, 2, 2, 5, 6, 3, 4, 2, 1, 1, 3, 5, 3, 3, 5) = 49 or Damage: 15d8 ⇒ (2, 1, 7, 8, 7, 5, 4, 3, 1, 2, 6, 6, 1, 6, 4) = 63


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

what do I see as I leave the maze


Male Human
stats:
HP: 280/420(80), AC: 24/(22) T: 17 FF: 16, Perception +23, Initiative: +8, F: +34/50 R: +28/44 W: +16/32 DR 10(20)/-, CMB: +36(41), CMD: 59(64), Speed: 40 Fast Healing: 9
senses:
Blindsense 60ft Darkvision 120ft,see twice as far in reg light

yes, even if it was slain you call it back with it. there is no prohibition with it from calling it again if you already had and it was slain today through the spell.


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

Dr Bertram:

The Tinkerer will search the door and surrounding area for traps, attempt to defeat any traps found, and attempt to open it.
perception: 1d20 + 36 ⇒ (17) + 36 = 53
disable: 1d20 + 45 ⇒ (9) + 45 = 54


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Seeing the woman's allies charge forward and be struck by tentacles, Azulth blinks and draws out his crossbow, replacing the dagger. Looks like a good plan to hang back, then. He continues to slowly walk around, trying to get a bead on the creature's eyes. One good shot is all it takes...

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