Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Desmond you still have your standard action remaining from RD 8.

Initiative RD 0

Duncan -
Desmond -
fodder - dead
enemy bosses -
enemy protectors -
Nym -
Karnog -
Kalim -
Grung -

RD 9 map


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

See Heal/Harm if used to damage the opposite kind of critter, they work like the other, so will for half when damaging. Either way, your call, GM.


Evil GM
Karnog Kegmeister wrote:
See Heal/Harm if used to damage the opposite kind of critter, they work like the other, so will for half when damaging. Either way, your call, GM.

I see what you were trying to do. Ok you did some damage.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
Duncan Redhammer wrote:


For the Briefest of Moments Duncan considered CHANNELING as a way of Harming the ghostly caster who'd attacked him, however he had Precious few FERVOUR left, that resovior of holy power that quickened his spells and he was sure before this day was finished he'd need them. Right now the spectre was not his primary concern and he was sure Karnog could damage it better than he.

He instead attempted to break the Grapple of the tentacles and if possible move back down the stairs.
Leggo, ye damned ground octapussy!

Mustering his Mighty Dwarven strength he tears himself free of the Black tentacles and attempts to move to around Desmond AF64 Using his Blessing of Fervour bonus for extra movement

Current Status:Inspiring Word 8rds+2 Sacred Bonus to Attacks, Skills and Saves

Divine Favor-EXPIRED
Blessing of Fervor- Current use- +2 to Attack and Reflex saves
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 14rds
Sacred (Holy) Weapon Class Ability 1 rds,
Crusaders Edge 14min,5rds
Continual Flame on Coin around neck

Not being able to reach any of the fliers was becoming frustrating and his strengthening combat spells were beginning to expire.
MAGE! YE NEED TA MAKE ME FLY

Duncan holds his Holy Crusader's Sword high.
Me weapon is BANE ta the Vrocks, get me to them!!!

Duncan will hold for one of the casters to cast FLY on him. [ooc]If no one casts Fly he will sheath his sword and draw his Bow.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Round 8 Standard Action

The tornado of steel begins...

Attack (flank, BoF): 1d20 + 21 + 4 + 2 ⇒ (7) + 21 + 4 + 2 = 34
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (6) + 8 + (3) + (2, 2, 5, 2, 4, 3, 1, 3) = 39

Enemy struck gets a -2 to hit and AC, which is -6 against Desmond, and he takes 2 strength damage. If that attack lands, Desmond's AC will be 40 for this round. More bonuses against evil sources as per Karnog's buffs.

Round 9 Actions

And then the tornado continues!

Attack (flank, BoF): 1d20 + 18 + 4 + 2 ⇒ (5) + 18 + 4 + 2 = 29
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (5) + 8 + (6) + (5, 5, 4, 4, 5, 2, 6, 2) = 52

Attack (flank, BoF): 1d20 + 19 + 4 + 2 ⇒ (11) + 19 + 4 + 2 = 36
Damage: 1d6 + 9 + 8d6 ⇒ (5) + 9 + (3, 4, 1, 2, 5, 2, 5, 2) = 38

Attack (flank, BoF): 1d20 + 13 + 4 + 2 ⇒ (16) + 13 + 4 + 2 = 35
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (4) + 8 + (4) + (4, 4, 5, 5, 5, 6, 4, 1) = 50

Attack (flank, BoF): 1d20 + 14 + 4 + 2 ⇒ (5) + 14 + 4 + 2 = 25
Damage: 1d6 + 9 + 8d6 ⇒ (5) + 9 + (1, 5, 3, 2, 3, 5, 6, 4) = 43

Enemy struck gets a -2 to hit and AC, which is -6 against Desmond, and he takes 2 strength damage per hit. If that attack lands, Desmond's AC will be 40 for this round (extends in duration by 1 round for every extra hit). More bonuses against evil sources as per Karnog's buffs.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Come here brother! I can throw you too!


Evil GM

Desmond's steel slashes and pierces the yellow vrock, he brings it to unconsciousness and it disappears, sent back to the abyss where it was summoned from.


Evil GM

Initiative RD 9

Duncan -
Desmond -
fodder - dead
enemy bosses -
enemy protectors -
Nym -
Karnog -
Kalim -
Grung -

RD 9 Map


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Rd 8:
Current Status:Inspiring Word 8rds+2 Sacred Bonus to Attacks, Skills and Saves
Divine Favor-EXPIRED
Blessing of Fervor- Current use- +2 to Attack and Reflex saves
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 14rds
Sacred (Holy) Weapon Class Ability 1 rds,
Crusaders Edge 14min,5rds
Continual Flame on Coin around neck

Duncan dashes over to the waiting King Grungsdi and accepts a boost from his Dawrven ally, dropping his SHIELD at the dwarves feet as part of the move. (Hopefully) getting tossed High enough to reach the Blue Vrock with a Mighty 2 handed Smash.
Take that ye abhorrent winged basterd!
2 handed Power Attack Cornugan Smash, Crusader's Edge: 1d20 + 20 + 2 + 2 + 2 - 3 ⇒ (10) + 20 + 2 + 2 + 2 - 3 = 33

2 hand PA Bane, Holy: 1d10 + 4 + 6 + 9 + 2d6 + 2d6 ⇒ (10) + 4 + 6 + 9 + (6, 5) + (2, 3) = 45

Reflex not to fall on his a$$: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17

Auto Intimidate to Demoralize: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Vs a normal CR9 Vrock the DC is 22. Success on the Intimidate means the Vrock is Shaken to everyone, Flatfooted and Sickened to Duncan for the next 3 rounds

Intimidate rules:
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

I'll post a Rd 9 depending on the success of the Rd8 Attack.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Correction the post above Is my round 9 action, I am running over in reply to Grungsi's offer to throw me at the Vrock. So mechanically I am delaying and on Grungsdi's turn, running over to be thrown


Evil GM
Duncan Redhammer wrote:
Correction the post above Is my round 9 action, I am running over in reply to Grungsi's offer to throw me at the Vrock. So mechanically I am delaying and on Grungsdi's turn, running over to be thrown

That's how I would have played it out.

May the dwarf tossing begin.

Desmond you are up for RD 9


Evil GM
Duncan Redhammer wrote:

Rd 8:

Vs a normal CR9 Vrock the DC is 22. Success on the Intimidate means the Vrock is Shaken to everyone, Flatfooted and Sickened to Duncan for the next 3 rounds
** spoiler omitted **

I'll post a Rd 9 depending on the success of the Rd8 Attack.

I thought RD 8 you got out of the grapple and did extra movement?

there is nothing about this vrock that suggests it is a normal Vrock. the yellow vrock was the typical vrock, this aqua is not.


Evil GM

I just noticed Desmond posted his RD 9 action right after the his RD 8. OOPs.

The only creature left for Desmond to attack on the platform is the prone high priest. The rogue send the high priest back to Orcus as he slices and dices the man. As he finishes there's a brief pause than an unholy eruption explodes from high priest.

fire explosion, reflex DC 25: 10d6 ⇒ (4, 4, 3, 4, 3, 3, 2, 1, 4, 5) = 33

unholy fire, no save: 5d6 ⇒ (3, 4, 6, 6, 3) = 22

Desmond you are the only on in range to be caught in this explosion


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Bwahahahaha. Desmond you're rubbing off on me brother here!


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

I am going to be out all day, so pre posting the roll DM

1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36 for the dwarf toss at the target of his choice![/ooc]


Evil GM

The Aqua Vrock attacks Karnog once again.

claw 1,: 1d20 + 16 ⇒ (4) + 16 = 20;damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15

Then the second claw strikes.

claw 2: 1d20 + 16 ⇒ (6) + 16 = 22;damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12

These talons follow:
talon 1: 1d20 + 16 ⇒ (16) + 16 = 32;damage: 1d6 + 5 ⇒ (2) + 5 = 7

talon 2: 1d20 + 16 ⇒ (14) + 16 = 30;damage: 1d6 + 5 ⇒ (3) + 5 = 8

finally a vicious bite attack:

bite: 1d20 + 16 ⇒ (16) + 16 = 32;damage: 1d8 + 5 ⇒ (7) + 5 = 12


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Evil GM

RD 9: Spectre

Does another touch of idiocy attack on Kalim,

touch attack: 1d20 + 15 ⇒ (15) + 15 = 30;damage wis, int, char: 1d6 ⇒ 4

touch of idiocy:

With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.

This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

YESSSSSSSSSSSSS...Evil DM dances a bit.


Evil GM

Initiative RD 9 update

Duncan - positions himself for the dwarf toss
Desmond - kills the evil high priest but is in middle of an explosion
fodder - dead
enemy bosses - attacks kalim
enemy protectors - attacks karnog
Nym -
Karnog -
Kalim -
Grung - tosses Duncan.

Duncan hits the vrock but is falling towards the ground and his arse. His flying attack does seem to shake the visibly wounded Vrock.

fall damage for Duncan: 2d6 ⇒ (5, 2) = 7


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

gm:
will: 1d20 + 9 ⇒ (18) + 9 = 27


Evil GM

Nym:
You make the Will save.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

The rock creature resurfaces back where it was and fires a torrent of missles at the spectre

magic missle: 5d4 + 5 ⇒ (1, 4, 2, 3, 4) + 5 = 19


Evil GM

Nym hits the spectre with magic missiles. It is apparent to the spellasters that the creature is easily damaged with the simple magic missile spell.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan Redhammer wrote:

Rd 8:

Vs a normal CR9 Vrock the DC is 22. Success on the Intimidate means the Vrock is Shaken to everyone, Flatfooted and Sickened to Duncan for the next 3 rounds
** spoiler omitted **

I'll post a Rd 9 depending on the success of the Rd8 Attack.

I thought RD 8 you got out of the grapple and did extra movement?

there is nothing about this vrock that suggests it is a normal Vrock. the yellow vrock was the typical vrock, this aqua is not.

You are correct about rd8. But with all the posts and Desmond posting a previous action I posted thinking Rd8 while at work, then read the thread again. I realised I stuffed up, hence my post to correct my error.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Don't forget Kalim has spell resistance 25!


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan makes solid contact with the Vrock as he explodes through the air on the back of Grungsdi's mighty toss. And his gleaming blade, Gutbuster, bites deep into the demon's shoulder.

The Combined Holy and Outsider Bane Energies both burn and rip deep into the evil flesh, the blade's colour, switching back and forth between bright white and deep red in a moment as the sword parts flesh.
Oh how the creature howled. A loud an unearthly scream that would echo throughout the unholy place.

It was able to turn it's body aside in midair, while Duncan's movement continued forward, AND down.
It seemed his acrobatic talents were confined to ground based tumbles, for he landed on his backside, HARD and the air was blasted from his lungs. He coughed up a little blood though if it was from his lungs or the bottom of his lip, which he was pretty sure he'd bitten in the landing, he was not sure.

I am gonna assume Duncan is prone,

Gutbuster's white glow faded, it's Holy enchantment was spent, leaving only the reddish glow of the Bane quality from his spell. His sword would still harm the Demon, though not nearly as much as before.

They had almost reached their limits, this trip.
Duncan only had a Divine Power and 1 more blessing of Fervor to cast.
Considering what they had faced so far he figured they'd need those just to get out of this place, as the underground network was vast and there was no guarantee the way would still be clear behind them.

Goddess of Valor and mercy,
keeper of peace,
to know you is to live,
and to serve you is to be free.
Through the intercession of Saint Lymirin, the archangel,
be our protection in battle against all evil.
Help us to overcome war and violence
and to establish your law of love and justice. IN YOUR NAME


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Dialogue to come based on whether Kalim is encumbered. Action doesn5 change.

Kalim flies another 5 feet back and says something, then blasting the ghost with an Acidic Spray damage, DC 23 or 21 reflex: 15d6 ⇒ (4, 1, 5, 1, 1, 4, 6, 4, 2, 1, 1, 4, 3, 6, 2) = 45


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Calling down the protective light if Torag, Karnog raises his hammer and red-white light bursts forth to wash over the ghost and any other undead within 30'.

"Begone, creatures of Evil. Return to the Abyss with your tails between your legs and trouble this plane no more!"

Channel Energy, DC 19 Will for half: 8d6 ⇒ (1, 1, 3, 2, 2, 5, 1, 2) = 17


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Evil GM
Kalim Gudlavaletti wrote:
Don't forget Kalim has spell resistance 25!

SR: 1d1 + 10 ⇒ (1) + 10 = 11

I think this game wants the players to win pathfinder. My dice are cursed.


Evil GM

Kalim roll a % dice. below a 50 misses the incorporeal

Incorporeal (Ex):

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Here is the reflex save reflex: 1d20 + 10 ⇒ (15) + 10 = 25

Depending on Kalim's % die roll the spectre will either take zero damage or 22HP of damage.


Evil GM

Desmond still needs to make that refex save from the explosion on the platform.


Evil GM
Karnog Kegmeister wrote:

Calling down the protective light if Torag, Karnog raises his hammer and red-white light bursts forth to wash over the ghost and any other undead within 30'.

"Begone, creatures of Evil. Return to the Abyss with your tails between your legs and trouble this plane no more!"

Karnog lets loose a burst of positive energy trying to harm the evil creatures from the abyss

Will save vrock: 1d20 + 7 ⇒ (19) + 7 = 26

Will save Spectre: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

The spectre also makes the save and takes half damage.

NOTE I edited this post the Vrock was not undead so he did was not injured by karnog's channel.

Karnog you destroy the dead cleric fodder that were getting up as undead.


Evil GM

Before RD 10 begins the following housekeeping needs to take place:

Desmond has a refex save DC 25, if he fails it he takes half damage due to his rogue abilities. Desmond was also hit with unholy damge damage which he does not get a save agaisnt.

Kalim needs to roll the % dice to see if his acid spell hit the incorporeal creature.

Initiative RD 10

Duncan -
Desmond -
fodder - dead
enemy bosses -
enemy protectors -
Nym -
Karnog -
Kalim -
Grung

There is general sense that the bloody battle is ebbing towards the heroes.
RD 10 Battlemap

*the blue circles represent being prone


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Might be easiest to just roll saves & miss chance, GM. Dunno if folks are still.out and about for weekend stuff.


Evil GM
Karnog Kegmeister wrote:
Might be easiest to just roll saves & miss chance, GM. Dunno if folks are still.out and about for weekend stuff.

Kalim's %: 1d100 ⇒ 14

Kalim's acid blast misses the Incorporeal creature.

Desmond's reflex: 1d20 + 18 ⇒ (14) + 18 = 32

Desmond makes his reflex save so he only take the unholy damage of 22 HP.


Evil GM

the spellcasters know that magic missiles always hit the spectre and Karnog's channeling likewise hits the creature. Other spells have a 50% missed chance.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Status:Inspiring Word 7rds+2 Sacred Bonus to Attacks, Skills and Saves
Divine Favor-EXPIRED
Blessing of Fervor- 7rds Current use- Stand up as a Swift action
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 12rds
Sacred (Holy) Weapon Class Ability -Expired
Crusaders Edge 14min,4rds
Continual Flame on Coin around neck

Duncan uses his Blessing of Fervour to stand up as a Swift Action an takes a wide arc to move away from the Vrock another 5 ft and then 15ft back towards his Shield.

He didn't have a alot of offensive magic left and with little else to do he once again called on one of his last 3 Blessings.

May She enfold you, Imoedae.
May she encompass you, with gleaming wings,
May she protect you, her ward,
May she watch over you and keep you safe...

Duncan attempts once again, to use His Good Blessing to Summon a Lillend Azata, not sure if it will work but the priest is dead so maybe...

Read if the Summoning Works:
A 10ft sliver of light splits the darkness adjacent to the Vrock on the opposite side of the Vrock to Grungsdi (AA55) and Widens for a overly large but beautiful elven woman with a rainbow pattern snake tail for legs appears in the gap flying on Gossamer wings. Aid Us! Is the simple request spoken to the Azata and she knows what she must do.

The Azata immediately uses a Move Action to Inspire Courage with a Heavenly Song. +2 Competence bonus to Attack and Damage for the party

It swings at the Vrock with it's Large Longsword...
2 handed Large Longsword, Flanking, Inspired: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
2 Hand Damage: 2d6 + 8 + 2 ⇒ (4, 2) + 8 + 2 = 16

If it works we kinda got out bard back...


Evil GM

Duncan you feel an emptiness as your prayer goes unanswered. You figure it was worth the attempt but the altars magic within this unholy chamber has thwarted your summoning effort.


Evil GM

The aqua vrock attacks the Karnog on more time.

claw 1: 1d20 + 16 ⇒ (6) + 16 = 22;damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13
claw 2: 1d20 + 16 ⇒ (14) + 16 = 30;damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11

talon 1: 1d20 + 16 ⇒ (5) + 16 = 21;damage: 1d6 + 5 ⇒ (3) + 5 = 8
talon 2: 1d20 + 16 ⇒ (6) + 16 = 22;damage: 1d6 + 5 ⇒ (3) + 5 = 8

bite: 1d20 + 16 ⇒ (9) + 16 = 25;damage: 1d8 + 5 ⇒ (5) + 5 = 10

Miserable dice.


Evil GM

The specctre changes tactics a bit and simply flies to touch Kalim with it's incorporeal touch

touch att: 1d20 + 15 ⇒ (11) + 15 = 26;dam: 1d8 ⇒ 2
plus energy drain 2 levels

Energy Drain (Su)*:

Editor’s Note
Does a creature struck by an attack with energy drain get an initial saving throw at the time of the attack or only 24 hours later to try and remove it?
Unless the monster or effect description SPECIFICALLY SAYS you get an initial saving throw… you don’t get an initial saving throw.
Effects that grant initial saving throws against an energy drain effect are pretty rare. I actually can’t think of any that are in the rules right now, in fact.
[Source]

This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

You get a fort save tomorrow DC 19


Evil GM

Initiative RD 10 update

Duncan - moved and tried to summon
Desmond -
fodder - dead
enemy bosses - attacked kalim
enemy protectors - attack karnog
Nym -
Karnog -
Kalim -
Grung


Evil GM

Nym:
You feel released as if a fog lifted from your mind. The stone itself is feeling a bit inky and slippery as it begins to sweat a greenish-black substance.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

The rocky mage unleashes another wave of missiles at tge spector they seem then moves toward the alter

mm: 5d4 + 5 ⇒ (4, 1, 4, 3, 4) + 5 = 21


Evil GM

Nym's magic missile hit the spectre causing damage but it is still active. The drow then begins to move.

Nym:
What are you doing with the stone, it was still in your hand.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
baldwin the merciful wrote:

Nym's magic missile hit the spectre causing damage but it is still active. The drow then begins to move.

** spoiler omitted **

gm:
I would drop it, but I dont think I have access to drop it in elemental body.

AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

acidic spray dc23: 13d6 ⇒ (6, 1, 6, 1, 4, 3, 2, 4, 5, 5, 1, 4, 4) = 46sr: 1d20 + 25 ⇒ (19) + 25 = 44

Feeling his life force leave him Kalim snarls. "I tire of this spirit." He moves back and fires again.


Evil GM

reflex: 1d20 + 10 ⇒ (7) + 10 = 17

Kalim shoots off another spray and does half damage.


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Evil GM

I misread the incorporeal effect. Both of Kalim's acid sprays actually hit the spectre for half damage each. I adjusted the creatures hit points accordingly and it is pretty beat up.

incorporeal:
Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.


Evil GM

Desmond, Karnog, Grung have actions remaining in RD 10.

The spectre is looking ragged and you don't see any other enemies.


Evil GM

Nym:
Your rock form surrounding the stone starts to melt and dissolve as if being eaten by acid.

Nym Damage: 1d6 ⇒ 2


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"PILE IT ON, SPEAR-BROTHERS! SEND IT BACK TO SOME HELL!"

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