Post Apocthulhu Pathfinder RAW

Game Master Michael Johnson 66

The PCs are survivors in a version of modern Earth ravaged by Cthulhu and his minions.


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Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

Initiative: 1d20 + 9 ⇒ (11) + 9 = 20

Will save: 1d20 + 16 ⇒ (6) + 16 = 22


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Initiative: 1d20 + 11 ⇒ (15) + 11 = 26 + Surge: 1d8 ⇒ 7 = 33

Allison and her 5 duplicates gesture in sync and as a complex hypnotizing pattern of alien light flies forth nauseating the Argus.

Casting Loathsome Veil and Argus is treated as being 11 HD lower for determining effects of the spell due to Awesome Display. Will Save vs DC 26.

Caster Check vs SR: 1d20 + 16 ⇒ (7) + 16 = 23 + Surge: 1d8 ⇒ 3 = 26
assuming I can use another surge as I don't think initiative is part of my turn?


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Initiative 1d20 + 8 ⇒ (11) + 8 = 19

Will save vs DC 16 frightful presence 1d20 + 15 ⇒ (20) + 15 = 35


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Initiative 1d20 + 10 ⇒ (6) + 10 = 16

Will save vs DC 16 frightful presence 1d20 + 5 ⇒ (6) + 5 = 11 plus surge 1d8 ⇒ 8 succeeds....


male tengu swordmaster (Rogue) lv 19 trickster tier 9

initiative: 1d20 + 18 ⇒ (10) + 18 = 28

will save: 1d20 + 12 ⇒ (8) + 12 = 20


kobold sorceror9/dragon disciple 10 archmage tier 9

initiative: 1d20 + 7 ⇒ (19) + 7 = 26

will save: 1d20 + 12 ⇒ (19) + 12 = 31


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Initiative: 1d20 + 9 ⇒ (17) + 9 = 26
Will: 1d20 + 15 ⇒ (17) + 15 = 32

You think you can stand against the FIERCE ONES beast?! Today you meet your end!
Koran's eyes blaze and he opens his jaws in a terrifying roar. A string of some demonic language fills the room.

Abyssal:
I WILL TEAR YOU TO PIECES YOU ANIMAL. I WILL CRUSH YOU AND RIP YOUR FLESH. TODAY I FEAST ON GUARDIANS. YOUR DEATH WIll BE IN VAIN. YOU HAVE NO CHANCE OF SURVIVAL!


The argus has constant true seeing, so the illusionary veil has no effect on the giant!


The argus stomps forth 15 ft, bringing it within reach of the FOs' front line, and swipes at Koran with its massive claw 1d20 + 20 ⇒ (16) + 20 = 36, dealing 3d6 + 14 ⇒ (5, 1, 2) + 14 = 22 slashing damage.... Grab 1d20 + 31 ⇒ (9) + 31 = 40....snatching the giant tiefling up in a vice-like grip, and constricting for 3d6 + 14 ⇒ (3, 5, 6) + 14 = 28 more damage! (50 total damage!)


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Drop him, you big, ugly bastard!!

MJ 5-ft steps up to the argus and unleashes a speedy flurry of blows....

Speedy powerful furiously focused Sword of Sif 1d20 + 31 ⇒ (18) + 31 = 49 deals 2d6 + 38 ⇒ (3, 2) + 38 = 43 slashing plus 2d6 ⇒ (6, 5) = 11holy plus 2d6 ⇒ (2, 5) = 7 acid and electricity damage.... Confirm 1d20 + 31 ⇒ (14) + 31 = 45 for 2d6 + 38 ⇒ (5, 1) + 38 = 44 critical slashing damage!

Speedy powerful furiously focused Sword of Sif 1d20 + 29 ⇒ (4) + 29 = 33 deals 2d6 + 41 ⇒ (6, 6) + 41 = 53 slashing plus 2d6 ⇒ (2, 2) = 4holy plus 2d6 ⇒ (1, 4) = 5 acid and electricity damage....

Speedy powerful furiously focused Sword of Sif 1d20 + 24 ⇒ (18) + 24 = 42 misses....

Speedy powerful furiously focused Sword of Sif 1d20 + 19 ⇒ (19) + 19 = 38 deals 2d6 + 41 ⇒ (5, 6) + 41 = 52 slashing plus 2d6 ⇒ (3, 3) = 6holy plus 2d6 ⇒ (5, 4) = 9 acid and electricity damage.... Confirm 1d20 + 19 ⇒ (1) + 19 = 20 fails to crit....

The argus' grip on Koran relaxes as it collapses in a gargantuan heap, groaning out a long, final breath.... A spreading pool of dark blood leaks from the three fatal gashes in its carcass....

The bigger they are, the harder they fall.... And the more they bleed....


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Well congratulations, the six Dr. Jones said as they walked to the key, More blood has been shed for our cause, but hopefully it was the right thing to do.

They grabbed the key and proceeded to unlock the door for the next area.


M Human unchained monk 8/paladin 6

As Allison unlocks the door and it slowly swings in into another torchlit hall, 60 ft long, 20 ft wide, and 30 ft high, a pair of monstrous arachnoid shapes can be seen about 30 ft down the hall!


The large, crab-like horrors hiss and begin to scuttle toward the FOs!

DC 24 Knowledge (planes) to identify these monsters....

Initiative 1d20 + 5 ⇒ (15) + 5 = 20


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Initiative 1d20 + 8 ⇒ (9) + 8 = 17


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Initiative 1d20 + 10 ⇒ (15) + 10 = 25


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

"I believe the saddest part is that since Mikey killed the Argus, his death was pointless."

Well I was gonna try to sneak over there to Suplex one before it could see me but aight.

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

"Strange creatures."

Initiative: 1d20 + 9 ⇒ (14) + 9 = 23


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Initiative: 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (planes): 1d20 + 15 ⇒ (17) + 15 = 32

Strange doesn't cover the half of it... They are creatures born of painful, violent deaths. The products of insanity who now live to only seek carnage. It would be a kindness to put them down and save them from this existence... the six Allisons say in solemn unison.

On her initiative:

The Allisons cast Mythic Color Spray on the Derghodaemons 30ft cone will hit both.

SR check: 1d20 + 16 ⇒ (7) + 16 = 23 Success! Unless I forgot something...

Derghodaemon's effective HD is treated as 11 lower so 3 HD, and Mythic Color Spray is effectively 2 HD higher per catagory, so it hits as the "2 HD or less" effect.

DC 24 Will save or knocked unconscious, blinded, and stunned for 2d4 ⇒ (1, 4) = 5 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, then stunned for 1 round.


Will save vs DC 24 mythic color spray 1d20 + 7 ⇒ (2) + 7 = 9

Will save vs DC 24 mythic color spray 1d20 + 7 ⇒ (9) + 7 = 16

Both daemons collapse to the hallway floor!


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

Sieg walks over to one and bashes its skull in, assuming there are no other threats.

I.E. if those are the only two enemies, round 1 to walk over there, round 2 to CdG them.

"Simple enough."


male tengu swordmaster (Rogue) lv 19 trickster tier 9

wow these have been some fast combat
initiative: 1d20 + 18 ⇒ (14) + 18 = 32


kobold sorceror9/dragon disciple 10 archmage tier 9

initiative: 1d20 + 7 ⇒ (20) + 7 = 27


M Human unchained monk 8/paladin 6

One derghodaemon is knocked unconscious for 2d4 ⇒ (1, 3) = 4 rounds, the other for 2d4 ⇒ (2, 1) = 3 rounds....


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Koran crosses to the other daemon and crushes it's skull. He nods respectfully at Sieg.


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Good job again, Dr Jones.... Your magic is making this Hall of Trials a lot easier than I expected!

MJ grins approvingly at Allison before joining Sieg and Koran to thrust the Sword of Sif into each derghodaemon's corpse a few times, to be sure they are both dead....


M Human unchained monk 8/paladin 6

As the FOs begin moving past the dead daemons to proceed into the next area, they hear the familiar buzzing voice of the talking fly again....

Huzzah, brave heroes! Truly, thou art formidable! But the next trial will test thy sense of humor! The next trial is called.... The Trial of the Dour Dwarf! In the next area, a dour and humorless old dwarf sits in a chair. Thou must make this humorless old dwarf laugh to open the door to the next area! How this daunting task is accomplished is left to thee, whether with jests, or tickles, or spectacles hilarious.... Good luck, heroes!

The fly buzzes ahead to the east, where the corridor opens into another vast chamber, 50-ft-square, with 50-ft-high ceiling, lit by torches. The chamber is empty except for an ornately carved oak chair with high back and armrests, in which an elderly, long-bearded dwarf with a grumpy expression sits, arms folded across his chest.... He glowers at the FOs as they enter....


The dour dwarf looks at the FOs as they enter....

Harumph!


M Human unchained monk 8/paladin 6

OOC: A successful DC 30 Performance (comedy) or Charisma check will make the dour dwarf laugh, or grappling and pinning him (CMD 36) represents a successful tickle. A hideous laughter spell would also work.


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Tickle: 1d20 + 23 ⇒ (20) + 23 = 43
Koran unleashes his inner cub upon the dour dwarf. Leaping across the room on all fours he tackles the dwarf out of his chair like a playful lion and tickles him ruthlessly until he laughs.


Aaaah! Get yer paws off me, you...

The dour dwarf tries to escape.... Grapple 1d20 + 24 ⇒ (19) + 24 = 43.... And succeeds!


M Human unchained monk 8/paladin 6

You'll need to grapple him and then pin him (a second successful grapple check).... Obviously, it won't be easy--the dour dwarf is a skilled grappler himself!


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Haha! Get 'im, Koran!

MJ chuckles at the sight of Koran wrestling and tickling the angry-looking dwarf....


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Oh I thought it was only one. In that case I will use amazing initiative to pin him in the same round.
Tickle: 1d20 + 23 ⇒ (13) + 23 = 36


S-stop that! HAHA! HAHAHA!! Dammit!

As the dour dwarf breaks down in laughter, the door in the east wall swings open! Success!


M Human unchained monk 8/paladin 6

Another torchlit hall runs 60 ft east to the next area, an exceptionally vast chamber, 80-ft square, with a high ceiling (80 ft) lost in shadows....

Torches in the corners and at 20-ft intervals along the north and south walls light this vast chamber, which has an ominous, beastly odor in the air....

The talking fly speaks: Now thou hast come to the final trial, bold heroes.... The Trial of Combat Dire! Good luck!


A terrible demoness with the upper body of a six-armed, horned woman with glowing red eyes on a long serpentine lower body brandishes six wicked blades and hisses as the FOs approach.... She is not alone....

Initiative 1d20 + 4 ⇒ (8) + 4 = 12

Location: Near the chamber's center, about 40 ft east of the entrance....


A towering, four-armed, canine-headed demon with monstrous pincers on two arms and wicked claws on the other two growls and slavers....

Initiative 1d20 ⇒ 14

Location: About 20 ft north of the marilith....


Finally, a huge, grossly obese, ape-like demon chuckles evilly at the FOs as they enter the vast chamber....

Initiative 1d20 + 5 ⇒ (18) + 5 = 23

Location: About 20 ft south of the marilith....


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Initiative result 25


Male Human Two-handed fighter 10/urban barbarian 9/cleric of Sif 1; Mythic Champion tier 10; hp 263

Initiative result 18


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Initiative: 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (Planes): 1d20 + 15 ⇒ (10) + 15 = 25


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

Koran releases the laughing dwarf and immediately resumes his usual angry quiet habits.
Initiative: 1d20 + 8 ⇒ (13) + 8 = 21


M Human unchained monk 8/paladin 6

Dr Jones recognizes the nalfeshnee and the glabrezu as greater demons of the Abyss, and can guess as much about the marilith, but knows little else of their powers....


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

Initiative: 1d20 + 9 ⇒ (18) + 9 = 27


male tengu swordmaster (Rogue) lv 19 trickster tier 9

initiative: 1d20 + 18 ⇒ (4) + 18 = 22


Sieg!
Daisy!
Allison!
Nalfeshnee!
Yingzen!
Koran!
Mikey!
Glabrezu!
Marilith!

TBD: al'Torac! Derrik! Radsworth!

Eeeeeek! Eeeeeek!


Female Human (Navajo) Cleric 20; Mythic Hierophant tier 10; hp 176

Daisy attempts to dismiss the glabrezu back to the Abyss....

Caster check vs glabrezu's SR 1d20 + 19 ⇒ (5) + 19 = 24 just makes it....

Back to the stinking pit you came from, foul demon!


Will save vs DC 21 dismissal 1d20 + 11 ⇒ (11) + 11 = 22 succeeds!

No, mortal b!~&~! I think I'll stay awhile and feast on your pretty entrails! Muahahaha!!


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

Sieg sizes up the crab clawed demon.

"I'll hold its arms while one of you punches it in the gut?" he says, and gives a small chuckle.

He sprints over to it and leaps onto the creature, grabbing it and slamming it to the ground, then attempting to pin it and do the same again.

Grapple: 1d20 + 29 ⇒ (5) + 29 = 34
Surge (If necessary): 1d8 ⇒ 3

Amazing Initiative

Pin: 1d20 + 29 ⇒ (2) + 29 = 31
Surge (if the previous one wasn't necessary and this one is): 1d8 ⇒ 5

Make Like Bam Bam (smash into the ground): 1d20 + 19 ⇒ (8) + 19 = 27

Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Ignore this one if the pin fails:

Make Like Bam Bam (smash into the ground): 1d20 + 19 ⇒ (16) + 19 = 35

Almost forgot, Stunning Pin/Bonebreaker:

Attack: 1d20 + 22 ⇒ (3) + 22 = 25

Damage: 1d8 + 13 ⇒ (2) + 13 = 15

Attack: 1d20 + 22 ⇒ (12) + 22 = 34

Damage: 1d10 + 21 ⇒ (10) + 21 = 31

DC 20 Fort or take 1d6 ⇒ 6 Dex damage and be shaken for 1d4 + 9 ⇒ (2) + 9 = 11 rounds.


The glabrezu is grappled and pinned by Sieg, but proves difficult to slam into the ground.... Only the final attack is successful, dealing 21 damage after DR....

The first surge is not necessary (CMD 34)....

Fort save vs DC 18 1d20 + 18 ⇒ (5) + 18 = 23 succeeds....


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

The attack rolls are vs the ground (AC 5) so should be successful unless I roll a 1.

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