Seeker's Pathfinder Savage tide

Game Master seekerofshadowlight

Follow the adventures of the Millennium Falcons as they cross the Thunder sea of Eberron in the employment of Lady Vanderborn.


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Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

yeah, the board is acting strange(er) lately... I miss the 'list' function on the Paizo blog.


GM

Sorry guys been busier then normal this week. Are we ready to move forward?

Daurros would know that, plant creatures often have Low-light vision tend to have Immunity to all mind-affecting effects and to paralysis, poison, polymorph, sleep effects, and stunning.

He would also know that normally they breathe and eat, but do not sleep. These however seem not to be active during the day. They do not seem to have much in the way of magic and have a hard time getting though the warforged armor anyhow. So damage powers might be nice as could maybe powers that stop mind control, but you are unsure if the thing at the center can control minds or not.


Knowledge Nature:1d20 + 6 ⇒ (12) + 6 = 18 (Would a 'general knowledge' of nature be enough to have an idea about the Musk Zombie and the plant that causes it? Or would that be a Knowledge Dungeon type thing?)


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Okay. With that info, I will replace the Incarnate Weapon and Incarnate Avatar soulmelds with Lightning gauntlets and Planar ward.

After discussing his options with Daurros, Guard settles in a corner.
Even though he's not sleeping, the warforged takes on a trancelike state for the next 8 hours, followed by an hour of thorough concentration, during which the face and body surrounding him as well as his shiny warhammer vanish and get replaced with a pair of metallic gloves that hover around his adamantium plated hands and an amulet bound tight to his throat by a slender blue chain.
The amulet itself resembles a large blue sapphire carved into the shape of a scarab beetle holding a solar disk between its front legs, while at his gloves blue arcs of electricity crackle between the fingers and spark between the gloves when Guard brings his hands close to each other.

Having finished the shaping of his soulmelds, Guard steps outside the remains of the ship they occupied for the night, trying out the fit and function of his new soulmelds.
Thankfully he brought the scimitar he looted in Greenrock as a replacement weapon.

AC 24, 73/73hp, DR2/-, 4d6 fire damage.
Essentia: 3 in Mantle of Flames, 1 in Soulspark.


Ranger 2/ Magus 7

Toxim's time in the military makes itself useful. He knows how to sleep in the most uncomfortable places in the most tense situations. He only hopes that he'll be able to rest enough to keep a clear head while studying his spell book.


Fighter Level 9

"How many hours of daylight do we have? I am reluctant to rest for the night , holed up in a boat while the Wyvern and her crew are at risk? Could we not reach the centre if we continued?"

Assuming we do rest the night.
Ardanto does not sleep well, if at all, too afraid to remove his armour and twitching at every noise.

I guess this will leave me fatigued the next morning, assuming we get that far.


GM

Sorry guys I was stolen for valentines day, didn't get a chance to update. Gonna move us along.

You start your trek across the wet green land at the over cast dawn. It seems the closer you get to the center the more over cast it becomes. You hear Thunder and rain begins to fall around you. Not that it stops your march ever onward to the center and at around midday you see the cause of the rain.

Sitting in the middle of a large forest of growth is a ship. She is battered but not completely over taken by the vines. You can make out her three tattered masts and what used to be deadly crossbow banks on her deck, not vine covered and left to rot. A great dark storm cloud rises from the aft deck.

Some of you know what you now look at, this is a stormship. A vessel powered by a trapped elemental, which is both the cause of the ships great speed and the storms that they always bring with them. A warship by the looks of her, she looks to be of faded belish colors and her name plate reads "Thunder"

As you near the ship you can hear whispers in the back of your minds. "Get them" "protect the mother" "Join us" "outsiders" "Stop them"

As you look around you the ground seems to be alive, slowly you can see more of it's children raising from the green. Not just near you but as far as you can see the green moves. In all directions around the Thunder the children come for you.


Male Human Wizard (Universal) 9

"I recommend we take care of the mother as quickly as possible. I don't see how we can hope to stand against all of the children coming for us."

Daurros looks quickly for an obvious point of entry within the ship.


GM

You see no holes in the hull, but climbing to the rain slicked deck should not be hard with the vines covering the hull. Dc 10, which ya can take 10 on will work


Female Shifter Rogue 9

Karkalla quickly clambers up the vine covered hull onto the deck of the ship.She has a quick look around for any of the vine things hiding on the deck

Perception

1d20 + 12 ⇒ (10) + 12 = 22


Fathom sheaths her sword and climbs up onto the deck.


Ranger 2/ Magus 7
Toxim ir' Kinain wrote:
Oops. Read that wrong. You're correct. We'll use the wand (I'll let you use it on everyone) once you've exhausted your spells.

Between Fathom's spells, and the wands of cure light wounds and repair light damage, we should be at full hit points going into this.

Toxim quickly makes his way up the vines to the deck of the Thunder.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"We must be close to this 'Mother'. Hopefully, if we kill the heart, the limbs will die."

Finn climbs onto the deck (after having replenished his Mage Armor earlier).


Male Human Wizard (Universal) 9

Daurros climbs on deck, and then uses a charge from his wand of mage armor.


GM

As you climb onto the rain slicked deck, the storm grows. The thunder from the aft of the ship is deafening, but you can see the elemental is still bound to the ship as it rages. You also notice that unlike the rest of the ships, this one is not empty.

Across the deck skeletons lay where they fell. Most being covered in vines and mold, clothing rotted away long ago. still rusted weapons and armor can be seen at times. Enough that Karkalla can tell you this is indeed a belish ship by the make of the armor and weapons.

You make your way deeper into the ship, seeing nothing as you explore but the deeper you go the thicker the vines seem to get. The ships cabins all seem empty, save for the dead and the vines. Once you get to the ships hold the Vines seem to be so thick they cover the hull two or three feet thick, making a jungle of vines. The smell of wet rotten vegetation is enough to make some of you gag. Without snems light you could be in total darkness. Some kind of sound can be heard from the aft however. It seems like feeble cries of some kind.

As you draw closer you can see it is some kind of pit, with small vine men growing from its sides, crying and babbling , reaching small under developed arms toward the heavens.

I went ahead and skipped the exploration of an empty ship

Map


Female Shifter Rogue 9

Karkalla indicates the others to wait while she creeps closer to have a look into the hole

Perception

1d20 + 12 ⇒ (6) + 12 = 18

Stealth

1d20 + 14 ⇒ (20) + 14 = 34


Male Human Wizard (Universal) 9

How high are the ceilings?

"I get the feeling our search may be at an end. Shifter, do not approach! With the small plant creatures growing here, what better fits the term, 'mother'?" Daurros whispers.

He readies a standard action to cast haste; at the first sign of hostile action, he casts on everyone.


Female Shifter Rogue 9
Daurros Erdai wrote:

How high are the ceilings?

"I get the feeling our search may be at an end. Shifter, do not approach! With the small plant creatures growing here, what better fits the term, 'mother'?" Daurros whispers.

He readies a standard action to cast haste; at the first sign of hostile action, he casts on everyone.

At Daurros's words Karkalla relents from heading any further forward.


GM

Roughly 8 feet or so


Fathom tries to 'step to one side', the better to get a 'clear' line of fire as she prepares to summon forth her power.

Perception:1d20 + 7 ⇒ (12) + 7 = 19

She also turns and prepares to defend against anything that would attack from their rear.


Ranger 2/ Magus 7

Toxim prepares to cast Enlarge Person on Finn at the first sign of trouble.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Guard looks about, then goes through his equipment, cursing for not having a flask of alchemist's fire handy.
He looks at the others questioningly, while his hand moves to one of the vials on his potionbelt.
Getting ready to apply the oil of Magic Weapon to his scimitar.


Female Shifter Rogue 9

"Ya all do realise if we dont do something soon were going ta be up to our neck in the plant things outside?"


"If we done finish de cause of dis in here, we won' be gettin' back outside....At least, not wi't out gettin' a grass roots make over..." Fathom replies over her shoulder as she watches the doorway behind the group.

Again, Perception towards the parties rear:1d20 + 7 ⇒ (18) + 7 = 25


Male Human Wizard (Universal) 9

"Agreed. We must act. Either the warriors should move forward, or I can send a fireball into the pit. Either is fine by me... anyone have a preference?"


Ranger 2/ Magus 7

"Rush in after the Fireball (and Enlarge Person and a Bless wouldn't hurt either.)"


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"I'm ready to move in," Finn agrees.

The ceiling is probably a little low for Enlarge Person.


GM

Whats the plan guys, the things seem not to be coming out of what seems like a very deep pit. And yeah enlarge person might not work that great with only 8 feet to play with


I be goin' wi't de 'Fire in de hole' an' see what unfolds from der...


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn will use a charge from his wand of Mirror Image before the fireball goes off.

1d4 + 1 ⇒ (1) + 1 = 2 images


Male Human Wizard (Universal) 9

Daurros will first cast haste on everyone (lasts 7 rounds). He'll then move as close as he needs to send a fireball into the hole and cast.

damage 7d6 ⇒ (5, 6, 6, 4, 6, 4, 3) = 34


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Nice rolling!


Ranger 2/ Magus 7

In that case, I'll go with Legion's Magic Weapon. So if you don't have a magic weapon, you do now. At least for the next 7 rounds.


GM

Welp. ya wanted mama's attention. Ya have it

Daurros moves forward to cast fire into the hole.And the screaming can be heard in your minds. Vines from the pit start to form and before you can react, it stands before you. The massive creature of weeds is lined with dozens of the forming vine men, it screeches at you and bares its many rows of fangs. Seven red eyes stare at you with hate as the babbling and whispers of the unborn fill the room as does the stench of decay.

Anyone trying to cast a spell needs to make a concentration check or loose it

Init
* Daurros = 18
* Ardanto = 17
* Finn = 13
* snem = 13
* Karkalla = 10
* Mother of all = 8
* Toxim = 7
* fathom = 4
* Guard = 3

The fight map


Male Human Wizard (Universal) 9

not what DC you're using ... kind of asssuming 15+spell level since that's violent motion

concentration 1d20 + 12 ⇒ (7) + 12 = 19

oof, if DC was 18, just barely made it ...


GM

Dc is 15+ spell level. And you only need to make them after it came to the top. The fireball was unaffected, but spells cast in this round onward are effected.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Guard rushes foreward to close the gap. Not that the thing as it is could fit through, but he tries to keep the others save as best he can.
I hope for an AoO against Guard here... 3d6 fire damage

Coming close, Snem let's loose a Soulblast, to pull mother's attention towards the warforged:
Soulblast 1d20 + 8 ⇒ (18) + 8 = 26 damage 1d6 + 2 ⇒ (2) + 2 = 4

Closing in on the plant Guard tries his Lightning gauntlets for sure for the first time here, a flash of light bolting towards the huge plant-thing:
melee touch attack 1d20 + 9 ⇒ (2) + 9 = 11 damage 3d6 ⇒ (4, 3, 6) = 13electricity


Female Shifter Rogue 9

Karkalla unleashes nearly half a clip of her repeater in to the thing (using an action point for an extra attack)

Attack 1
1d20 + 13 ⇒ (13) + 13 = 26

Damage
1d12 + 2 ⇒ (10) + 2 = 12

Attack 2
1d20 + 13 ⇒ (6) + 13 = 19

Damage
1d12 + 2 ⇒ (5) + 2 = 7

Attack 3
1d20 + 13 ⇒ (18) + 13 = 31

Damage
1d12 + 2 ⇒ (1) + 2 = 3

Attack 4
1d20 + 13 ⇒ (18) + 13 = 31

Damage
1d12 + 2 ⇒ (9) + 2 = 11


Male Human Wizard (Universal) 9

Just a reminder, the haste spell gives everyone a +1 on attack rolls, a +1 dodge bonus to AC and Reflex saves, an extra attack with a weapon when making a full attack, and doubles your speed ...


Ranger 2/ Magus 7

So I don't get my spell off in the 'surprise' round even though I had a readied action? Concentration 1d20 + 7 ⇒ (18) + 7 = 25


Fathom winces as the creatures silent sounds invade her mind.

Take a five foot step South/East this round. Getting ready to move to who ever need healing.


Male Human Wizard (Universal) 9

Just realized, guess I get to act again.

Daurros backs away from the plant thing (move action) then attempts to fry it yet again with a couple of scorching rays.

concentration 1d20 + 12 ⇒ (9) + 12 = 21
attack ray 1 rgd touch 1d20 + 6 ⇒ (12) + 6 = 18
damage 4d6 ⇒ (4, 6, 5, 1) = 16
attack ray 2 rgd touch 1d20 + 6 ⇒ (19) + 6 = 25
damage 4d6 ⇒ (3, 5, 4, 5) = 17


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

With a sudden burst of speed use 2 action points for Action Surge for an extra move action, Finn moves up behind Guard and assaults the monster with a hail of spear attacks!

with power attack + haste + reckless offense:

1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 261d8 + 10 + 1d6 ⇒ (4) + 10 + (2) = 16

1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 281d8 + 10 + 1d6 ⇒ (1) + 10 + (1) = 12

1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 251d8 + 10 + 1d6 ⇒ (3) + 10 + (5) = 18


GM

Toxim I figed ya cast your spell before the fireball. You had time. If you however waited, then yes you would need a check. I also went for Ardanto

Daurros moves back, opening himself up to the long reach of the mother.It bites a hunk out of the wizard as he moves 19hp, But he manages to burn it twice with magic. Ardanto moves forward slicing it with his sword.

Finn rushes forward with a series of blinding blows, fallowed by snems blast and Karkalla's bolts flying into the mother.

With a screech it melds back into the pit, vanishing from sight.
Guard moves toward the pit but there is nothing to hit. The whispers can still be heard, but the pit is dark a 100 feet or so down

All around you the floor seems to come alive, it seems the mother has called home her children.

Ardanto,toxim and Finn all get AOo's on the ones near them. If ya want the mother ya need to send something down that pit.

Init
* Daurros = 18
* Ardanto = 17
* Finn = 13
* snem = 13
* Karkalla = 10
* Mother of all = 8
* Toxim = 7
* Children=7
* fathom = 4
* Guard = 3

Your map


Fathom's fingers grip her falcata more firmly as the floor oozes forth more plant foes. She sighs,

"I wonder if de b1tch can run out of dees t'ings?" She asks, then calls over her shoulder even as she 'eyes' off those monsters closest to her.

"Where did de bigger evil go?

Fathom's current plan? To slice and dice which ever plant-man steps in closer first.

If some one can give me a big enough kit of explody, I'll happily volunteer to take a seeming suicidal leap into the pit. (^_~)


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

"Plants aren't evil, and I doubt this mother is. It simply wants to procreate, I believe.
And it went down the pit."

Guard answers to the strange elf witch, while he steps up to the defense of Daurros move 10ft. south, charging the plant thing, Snem priming his opponent with a Soulblast:
Soulblast: 1d20 + 8 ⇒ (19) + 8 = 27 damage 1d6 + 2 ⇒ (5) + 2 = 7
Scimitar+10 +1haste +2charge: 1d20 + 10 + 1 + 2 ⇒ (20) + 10 + 1 + 2 = 33 damage 1d6 + 5 ⇒ (5) + 5 = 10
Confirmation roll 1d20 + 13 ⇒ (6) + 13 = 19 damage 1d6 + 5 ⇒ (1) + 5 = 6

hp73/73, AC 25, DR2/-, 3d6 fire damage
Essentia: 2 in Mantle of Flames, 2 in Lightning gauntlets.
+3 AC for Daurros while being adjacent to Guard.


Female Shifter Rogue 9

"Well if it went down the pit just throw another of those balls of fire down after it if ya can." Karkalla yells while trying to bring down as many of the plant things as she can

Attack 1

1d20 + 13 ⇒ (14) + 13 = 27

1d12 + 2 ⇒ (5) + 2 = 7

Sneak attack (If applicable) 4d6 ⇒ (6, 6, 4, 5) = 21

Attack 2

1d20 + 13 ⇒ (18) + 13 = 31

1d12 + 2 ⇒ (7) + 2 = 9

Sneak attack 4d6 ⇒ (5, 2, 3, 4) = 14
Attack 3

1d20 + 13 ⇒ (5) + 13 = 18

1d12 + 2 ⇒ (4) + 2 = 6

Sneak attack 4d6 ⇒ (4, 1, 4, 3) = 12


Ranger 2/ Magus 7

AoO
Scimitar +2: to hit 1d20 + 8 ⇒ (8) + 8 = 16
Scimitar +2: damage 1d6 + 4 ⇒ (4) + 4 = 8

"These things are nothing. She can keep calling more of them until we're overwhelmed. We need to take the nest mother out. Someone's gotta go after her. Who wants to be a hero today?"Toxim moves over to the hole and casts Enlarge Person on himself.
Concentration 1d20 + 7 ⇒ (10) + 7 = 17
That's an AoO from the one one next to me.


From where she appears about to be surrounded by three of the plant-lings Fathom calls in response,

"I know I ken get out of de hole, what have we got dat ken kill de monster?"


Male Human Wizard (Universal) 9
Karkalla wrote:

"Well if it went down the pit just throw another of those balls of fire down after it if ya can." Karkalla yells while trying to bring down as many of the plant things as she can

"I'll take that under advisement, thanks." Daurros answers sarcastically. To the others, he replies, "I'm not really concerned if it's evil, good, or just out for a night on the town. It's trying to make us 'join', and so it dies."

"Oh, and if you can keep the children off of me while I fry it, that'd be just peachy, too."

Looks like Daurros can make it to the pit edge w/o incurring any AoOs by going through Finn's square. So he'll do that, then use the power of his bonded item to send another fireball into the pit.

concentration 1d20 + 12 ⇒ (12) + 12 = 24

fireball damage 7d6 ⇒ (1, 3, 1, 2, 3, 5, 3) = 18

EDIT: now I roll craptastic damage. yeesh.

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