Takin' the Spire Higher! (Inactive)

Game Master Tangaroa

Ate!


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RoW Combat map

Kali lands a single punch on the serpentfolk as it continues to ooze red ichor out of it's chest.

20 damage, poke the party!

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque will issue an Inspiring Command! Everyone else gets +2 insight to attacks/AC/CMD, and skill checks for 1 round.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James looses another volley of arrows.

Attack, PBS, RS, Haste, Prayer, IC: 1d20 + 13 + 1 + 2 + 1 + 2 ⇒ (2) + 13 + 1 + 2 + 1 + 2 = 21 Damage, if hits: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Attack, PBS, RS: 1d20 + 13 + 1 + 2 + 1 + 2 ⇒ (12) + 13 + 1 + 2 + 1 + 2 = 31 Damage, if hits: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Attack, PBS, RS: 1d20 + 8 + 1 + 2 + 1 + 2 ⇒ (8) + 8 + 1 + 2 + 1 + 2 = 22 Damage, if hits: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Attack, PBS, RS, Hasted attack: 1d20 + 13 + 1 + 2 + 1 + 2 ⇒ (13) + 13 + 1 + 2 + 1 + 2 = 32 Damage, if hits: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14


RoW Combat map

James' flight of arrows finishes the serpentfolk that Kali wounded, ending the visible threat to the party. However, the footfalls of the traitorous Ziskaa can still be heard echoing throughout the halls, quickly growing fainter.

Damien is up!

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Damien looses a pack of missiles at the serpent.
Magic Missile 4d4 + 4 ⇒ (3, 4, 2, 1) + 4 = 14

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

It's dead, Jim - you can't do that (or at least it would be a total waste). Our one remaining enemy has run down the other hall (though with haste, you could catch up enough to blast him).

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Oops, sorry, just got back and still saw one in the room on the map. I'll move into the hall and throw a glitterdust instead.
Glitterdust (Will DC:18)


RoW Combat map

1d20 + 13 ⇒ (5) + 13 = 18

Ziszkaa curses in a forgotten tongue but manages to shake off the glittery impediment. Instead of retaliating against Damien it continues its flight, disappearing from Damien's sight as moves towards its unknown goal.

Pary up!

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Kali spins on her heel and sets off down the hall at unearthly speed!

Spending 1 Ki to increase my movement speed by 20 feet and double-moving.

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque double moves trying to follow.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James also runs after the serpentkind. Double move

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Most of us are hasted if I recall correctly, shouldn't be too hard to keep up.
Damien chases after the lizard and makes another attempt to blind the creature.
Glitterdust Will (DC:18)


RoW Combat map

Damien is correct; with Ki plus haste Kali can easily be next too the serpentfolk

The serpentfolk pulls the holy symbol out of doorway into the temple and whirls about; using the symbol of Ydersius, he unleashes a burst of sound upon Damien and Kali.

concentration: 1d20 + 14 ⇒ (9) + 14 = 23

Damien and Kali sonic: 1d8 ⇒ 1 and a Fort save, DC 17 or be stunned 1 round

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Unfortunately, I was the only one who wasn't hastened - on the other hand, maybe that fact saves me from the sound burst?

Fortitude save if not: 1d20 + 7 ⇒ (9) + 7 = 16

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James continues to move after the serpentkind and when he finds an opening, looses an arrow.

Attack, PBS: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 Damage, if hits: 1d8 + 7 + 1 ⇒ (3) + 7 + 1 = 11

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque continues to double move.

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Fort 1d20 + 5 ⇒ (15) + 5 = 20
Did they make the second will?


VC - Sydney, Australia

The party in hot pursuit, Damien cast whilst James also loosed an arrow!

Will 1d20 ⇒ 20

Damiens spell has covered the creature in sparkling dust, but it appears that it can see clearly, the arrow catches it neatly with an arrow - it remains aloie and fighting, however!

Party up!

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

A pair of arrows fly from James' bow.

Attack, PBS: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23 Damage, if hits: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Attack, PBS: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 Damage, if hits: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Attack, PBS: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Damage, if hits: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Damage, if hits: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Damien lobs a volley of magic towards the creature.
Magic Missile 4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL
Kali Altzairu wrote:

Unfortunately, I was the only one who wasn't hastened - on the other hand, maybe that fact saves me from the sound burst?

[dice=Fortitude save if not]1d20+7

This question was never answered.


VC - Sydney, Australia

From the description in the thread, and your placement on the battlemap it looks as though you were in the range of the spells effect (you apprae to be at the front of the party, and the GM made a conc check to cast defensively). The creature made its will save so was not blinded - and therefore the spell would have gone off as described... so from what I can tell, you are stunned a round) - happy to look at a contra point of view though!

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

All I can really say to that end is that I started out further away and was the only one not to get hasted, so I may have been placed closer than I ought to be. I kind of forget how I got there. This week hasn't exactly been good for my brain.


VC - Sydney, Australia

Righty, well as I say I can only go on what is there - and it looks like you burnt a Ki point to get up with the rest of the party and double moved. So it looks like stunned one round.

Two arrows smack into the serpent, one coming close to a vital point, but a couple of inches off a catastrophic injury!

Z = 29

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque finally closes the distance and slashes at the serpent.

Haste, Prayer, Power Attack: 1d20 + 8 + 1 + 2 - 2 ⇒ (1) + 8 + 1 + 2 - 2 = 10
1d12 + 16 ⇒ (1) + 16 = 17


VC - Sydney, Australia

A mixed response from our heroes - James sticking Ziszkaa with two arrows of wood and iron, then Damien peppering the traitor with four arrows made of magical force.

Kali stands reeling from the blast, and Torque misses his timing with a wild blow!

Enemy 46
Corrected from earlier

Stepping back - a spell is cast!
"KILL THEM ALL!"
James DC17 Will save!
Spellcraft check to identify!


VC - Sydney, Australia

Late here, o grabbing a couple of hours sleep - will bot James roll in ~6 hours...


VC - Sydney, Australia

James - Will 1d20 + 7 ⇒ (2) + 7 = 9

James looks at his allies with hatred in his eyes - you think this bodes badly!

Party up!
Damien/Kali/Torque

James, you will go after the party... :)

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque steps up swinging twice.

GREATAXE OF JUSTICE: 1d20 + 9 ⇒ (13) + 9 = 22
1d12 + 16 ⇒ (1) + 16 = 17
GREATAXE OF JUSTICE: 1d20 + 9 ⇒ (7) + 9 = 16
1d12 + 16 ⇒ (7) + 16 = 23


VC - Sydney, Australia

The greataxe of justice gets some gainful employment - the first blow landing squarely, but the second follow-up going wide...!

Damien and Kali up

Enemy 68

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Spending 1 Ki for an extra attack. Add +1 to all these rolls if we're still benefiting from prayer.

Flurry, Punishing Kick (DC 18 Fortitude save or be knocked prone): 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 3 ⇒ (7) + 3 = 10
bleed: 1d4 ⇒ 4

If she fails her Fortitude save:
Vicious Stomp: 1d20 + 11 ⇒ (4) + 11 = 15
damage: 1d8 + 3 ⇒ (5) + 3 = 8

...and add +4 to the following attack rolls.

Flurry: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 3 ⇒ (1) + 3 = 4
bleed: 1d4 ⇒ 2

Flurry: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 3 ⇒ (6) + 3 = 9
bleed: 1d4 ⇒ 2

Flurry: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d8 + 3 ⇒ (2) + 3 = 5
bleed: 1d4 ⇒ 3

:(


VC - Sydney, Australia

Kali flies in with a series of acrobatic and brutal looking kicks, her first one goes wide by the follow-up lands... but after that it is all just visually impressive!

Enemy 74 (Bleed 2)

Damien up!

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

"Are you really going to switch to the losing side of the battle?"
Damien questions while stepping away from the less than friendly looking James and throwing blinding dust in his eyes.
Glitterdust (Will:DC 18)


VC - Sydney, Australia

James - DC18 Will save or be blinded.
You may also make a fresh Will save at +2 to not attack the party.
If you fail that, then you may pick on fellow party members at your leisure (assuming you can see!)

The wretch steps back once more and casts another spell!

Sanctuary.
If you try attack her, DC 16 Will save to overcome.

Pending James actions

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

Will Save-blinded: 1d20 + 7 ⇒ (7) + 7 = 14
Will Save, attack the others: 1d20 + 7 ⇒ (16) + 7 = 23

So I think i am blind but not attacking?

I apologize for missing the last day, just started a new job after a few months of looking, still adjusting to new schedule


VC - Sydney, Australia

All good mate

James is struggling and in a world of mental anguish... he is clearly blind and trying to fight off the voices in his head - he stumbles about in place uselessly.

Yep, blind and able to resist trying to kill your friends, for now :)

Party up!
Damien/Kali/Torque

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Same deal as last round.

Flurry, Punishing Kick (DC 18 Fortitude save or be knocked prone): 1d20 + 7 ⇒ (20) + 7 = 27 *
damage: 1d8 + 3 ⇒ (1) + 3 = 4

If Fortitude save is failed:
Vicious Stomp: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 1d8 + 3 ⇒ (5) + 3 = 8

...and add +4 to the following attack rolls.

Flurry: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Flurry: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Flurry: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d8 + 3 ⇒ (7) + 3 = 10

* = Critical threat!: 1d20 + 9 ⇒ (12) + 9 = 21 Pretty sure that confirms; I regain 1 Ki.
bonus damage: 1d8 + 3 ⇒ (4) + 3 = 7


VC - Sydney, Australia

-Kali

Need to make a DC16 will save :)

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Will: 1d20 + 12 ⇒ (14) + 12 = 26

Torque resists the foul spell and keeps slashing.

Greataxe of Justice: 1d20 + 9 ⇒ (19) + 9 = 28
1d12 + 16 ⇒ (6) + 16 = 22
Greataxe of Justice: 1d20 + 9 ⇒ (16) + 9 = 25
1d12 + 16 ⇒ (3) + 16 = 19

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Will save: 1d20 + 12 ⇒ (1) + 12 = 13 F~#~f%$!f@+*f+%$f#+%f@#@....


VC - Sydney, Australia

Kali goes to launch an attack, but is overcome with peace and tranquility.

Not so Torque, who simply shunts Kali aside and starts going off the rails with his massive axe, delivering death and mayhem! Your foe is slammed to the ground under the weight of the cold steel.

Laying there in a pool of blood...!


VC - Sydney, Australia

Just to be clear... James is still under some sort of mental control, Kali is unable to attack the lady, and she appears to be laying around bleeding - the hint here being that she is still alive, and you *may* need to think through how you want to resolve the matter

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque will move to the possessed archer and give him a Protection From Evil. Roll another save with a +2.

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Damien takes a few more steps away from the mind control mayhem in front of him.

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Kali tries to wrestle James to the ground.

grapple check: 1d20 + 9 ⇒ (5) + 9 = 14


VC - Sydney, Australia

James, fresh save :)

Kali can't quite get the angles...

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

hrm, I guess the lady knows what she wants..:p

Will Save: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22


VC - Sydney, Australia

James throws off the magic, his mind clear once more!

The party is now free of danger.

Up to you whether you 'leave her to the gods', or save her.

/end combat.

*** ***

You move down to check the final remaining area

The narrow corridor ahead has a strange serpentine pattern of green glass embedded in the floor. The pattern runs to the end of the corridor before turning east to head out of sight.

It appears to be a serpent mosaic set into the floor of this twisting chamber, starting with a tail.

Can retcon any actions, just giving you the primer of the next part. Up to you to either press on or take your gold back to the Inn

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

So we're done with the floor?

"We should rest and re-equip."


VC - Sydney, Australia

FWIW, the floor is pretty much complete. Just depends on how 'completionist' people are feeling... You've qualified for full gold/xp credit for this level now

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