Temple of Extraordinary Empyreal Enlightenment (Inactive)

Game Master Arkwright

Game Map


451 to 500 of 575 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Female Half-Orc TN Half-Orc Arcanist 2 | Arcane Pool 4/5 | HP: 16/16 | AC: 11 (11 Tch, 10 Fl) | CMB: 0, CMD: 12 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +0, SM: +0

Lasts for 3+Int Modifier, plus 1 for Cackle, which is in total 9 rounds. If he saves, it's only 1 round, which would be extended by cackle to 2.


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

It only takes a quick glance to see that their enemy is in far and away the better tactical position, especially with their companion standing dazed in the doorway. Not willing to risk friendly fire Zinthar saves the spells at his disposal and instead points the wand already in his hand. "Pull her out of there!" he shouts and two bolts of light streak from the wand to strike the warped aasimar. The bolts are still in the air when he begins backpedaling to make room for the hasty retreat that is clearly necessary.

Magic Missile Wand CL3: 2d4 + 2 ⇒ (4, 4) + 2 = 10
then 5' step south unless those monks high-tail it and make more room for me to go a full 20' south?


They're all unconscious you can freely step over them


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Karthan turn


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

Karthan moves into a fighting retreat.


Enemies' turn then.

The first infested aasimar steps up and thuds into the wall; he presses again, throwing himself at it until his shoulder grows bloody, finally smashing through the weak stone and wood. The great fly minion aids him.

Strength 1d20 + 4 ⇒ (17) + 4 = 21
Strength 1d20 + 4 ⇒ (9) + 4 = 13

Consider that bit of wall gone.

Another aasimar rounds on Ealasaid.

Attack 1d20 + 7 ⇒ (8) + 7 = 15 1d6 + 6 ⇒ (1) + 6 = 7
1d20 + 7 ⇒ (2) + 7 = 9 1d6 + 6 ⇒ (3) + 6 = 9

The third joins him.

Attack 1d20 + 7 ⇒ (10) + 7 = 17 1d6 + 6 ⇒ (5) + 6 = 11
1d20 + 7 ⇒ (9) + 7 = 16 1d6 + 6 ⇒ (2) + 6 = 8

Dakang, still cackling, moves and fires a ray of frost at Zinthar.

Ranged Touch Attack 1d20 + 3 ⇒ (7) + 3 = 10 4d6 + 4 ⇒ (2, 3, 3, 4) + 4 = 16

Go the rest of you


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

YIKES, that was close! im guessing its not the cantrip 'ray of frost', just a ray that happens to look frosty? And also just realized I could move my own token (duh) so will have to act next round on that movement I described above...

Spellcraft: 1d20 + 14 ⇒ (3) + 14 = 17 what the WHAT was that?


Zinthar is able to realize that the power used was not magic at all, but some other force completely.

Gimme K. Arcana


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

I'm not sure if Ealasaid can act now


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

K. Arcana: 1d20 + 12 ⇒ (15) + 12 = 27


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

My initiative has been set to after Rose and Zinthar. I think Ealasaid can act but I don't know for sure.


From his studies, Zinthar is able to recognize a technique from the disciplines of the mind, from Psionics.

You can all act, go for it


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Time to pay you disgusting thing! - Ealasaid enters rage and attack the enemy just in front of her.

crush!: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 11 ⇒ (4) + 11 = 15

39/50


Which are you attacking?


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

explained


Ealsaid lands a hefty blow, but despite that and Zinthar's magical bolts the creature remains unbowed. What's more, its comrade leans forward to partially absorb the brunt of the blow.

HP Totals:
GL 20/37
GR 30/37
S 40/40
M 38/38
D 31/31

Kazmuk, gimme a stabilization roll.


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

The evoker does his best to keep a level head as the warped creatures begin knocking through walls to get at them, although it certainly gets harder as one of them comes right up to engage him. A quick breath is all it takes to realize that there are simply too many players on the battlefield.

Taking care to not present his attacker with any openings to exploit Zinthar begins casting. He reaches down to touch a rod held at his belt as he begins the incantation, one of the earliest ones he learned. Remembering that the creatures are aasimar he makes a minor change to the casting to convert its normal electrical nature to something that can more easily get through the aasimar's natural protection: fire.

Once complete, Zinthar focuses the arcane energy through the rod, allowing him to throw the energy across the hallway to strike at the same creature his missiles struck already. He then attempts to retreat down the hallway but not cautiously enough.....

Cast Defensively to avoid AOO, Cast Shocking Gasp using Versatile Evocation to convert it to fire damage, use Reach metamagic rod to cast it at range. Then move south.

K. Planes: 1d20 + 9 ⇒ (11) + 9 = 20 to know 'shocking' isnt the best choice
Concentration (DC17): 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22 to cast defensively
Ranged Touch attack vs same one: 1d20 + 5 ⇒ (11) + 5 = 16
Shocking Grasp Damage: 5d6 + 2 ⇒ (2, 3, 2, 4, 4) + 2 = 17
Acrobatics to avoid AOO, square 1: 1d20 + 4 ⇒ (11) + 4 = 15
Acrobatics to avoid AOO, square 2: 1d20 + 4 ⇒ (2) + 4 = 6 oh well.....


Zinthar's bolt of fire is off target, jinking to the side.... but not quite enough to miss, smothering the aasimar in fire as its comrade absorbs some of the blow. Both survive, and one aims a bite at Zinthar's retreating form.

AOO 1d20 + 7 ⇒ (16) + 7 = 23 1d6 + 6 ⇒ (1) + 6 = 7
You lack Precise Shot so -4 to hit; luckily still landed

HP Totals:
GL 12/37
GR 21/37
S 40/40
M 38/38
D 31/31


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Stabilization check: 1d20 + 4 ⇒ (14) + 4 = 18 While that looks like a nice result, I don't know what minuses would apply for elapsed time and extra damage due to being chewed on.


Female Half-Orc TN Half-Orc Arcanist 2 | Arcane Pool 4/5 | HP: 16/16 | AC: 11 (11 Tch, 10 Fl) | CMB: 0, CMD: 12 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +0, SM: +0

Rose looks at Karthan and gives him a conspiratorial smile, then looks at Dakang and cackles loudly.

Karthan has Fortune for 2 rounds, reroll all d20, pick the better result. AC penalty on Dakang is extended to 9 rounds again.


Kazmuk pushes himself through a bleary veil of exhaustion into a world of bone-shattering pain; he finds himself on the floor in a strange room, surrounded by monsters and the sounds of battle. He looks down and sees that his leg has been partially chewed off, deep chunks of flesh ripped out, presumably by the fly-creature standing over him.

You are Disabled and on 0 HP. Best of luck.
Also, Lame as per the 1st-level oracle curse


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Kazmuk thinks, "I couldn't take these orc molesters when I was healthy, so barring divine intervention I can't take them now. Best to play dead and wait for a chance to do something later."

Bluff check: 1d20 + 7 ⇒ (3) + 7 = 10


The Dakang-creature looks down at the dwarf. He chortles but otherwise ignores him.

Sense Motive 1d20 + 1 ⇒ (19) + 1 = 20


One by one, they move up. An infested aasimar with a hefty falchion moves forward after Zinthar, blade at the ready. The fly-creature sidles menacingly through the corridor into the quarters after Rose. Two more Aasimar round on Ealasaid. Dakang moves up and fires another beam of frost at Zinthar.

Ranged Touch Attack vs Zinthar
1d20 + 3 ⇒ (9) + 3 = 12 4d6 + 4 ⇒ (2, 6, 2, 1) + 4 = 15

Attacks v Ealasaid
1d20 + 7 ⇒ (20) + 7 = 27 1d6 + 6 ⇒ (2) + 6 = 8
1d20 + 7 ⇒ (17) + 7 = 24 1d6 + 6 ⇒ (2) + 6 = 8
1d20 + 7 ⇒ (6) + 7 = 13 1d6 + 6 ⇒ (6) + 6 = 12
1d20 + 7 ⇒ (13) + 7 = 20 1d6 + 6 ⇒ (1) + 6 = 7

Confirm Attack
1d20 + 7 ⇒ (3) + 7 = 10 1d6 + 6 ⇒ (1) + 6 = 7

Attack v Rose
1d20 + 5 ⇒ (4) + 5 = 9 1d8 + 4 ⇒ (5) + 4 = 9

Attack v Zinthar
1d20 + 8 ⇒ (1) + 8 = 9 2d4 + 9 ⇒ (3, 1) + 9 = 13


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

"Git the hell out the way I can't get a clear shot through yer head!"

Karthan roars as his gun cracks loudly next to Zinthar's ear attempting to kill the one in front of him.

1d20 + 10 - 2 - 4 ⇒ (11) + 10 - 2 - 4 = 15 Touch Attack through soft cover.
1d12 + 1 + 4 + 1 ⇒ (5) + 1 + 4 + 1 = 11 Damage


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Ealasaid worry about the magnitude of her wound, not because of her life but because she doesn't want to leave her companions against all these enemies, she have to kill something fast.

Attack: 1d20 + 8 ⇒ (3) + 8 = 111d10 + 11 ⇒ (10) + 11 = 21 (to the same enemy last turn, the one to the north)

HP: 22/50


Ealsaid's blow goes wide; Karthan's bullet penetrates deep into infested aasimar flesh, driving cockroaches and mosquitoes out of the wound to scurry about over its body. The creature still stands.

HP Totals:
GL 12/37
GR 21/37
S 29/40
M 38/38
D 31/31


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6
Karthan Sternmason wrote:
"Git the hell out the way I can't get a clear shot through yer head!"

"I AM TRYING!" Whether because of the chaos of battle or the new ringing in his ears Zinthar's reply is shouted much more loudly than needed. Again the wizard finds himself faced with a creature directly in front of him only this time his options are even more limited.

Unable to fire off another spell that might help Ealasaid Zinthar instead focuses on more pressing matters. Again taking a defensive stance as he casts, his hand is again engulfed in fiery energy. This time he ignores the rod and simply reaches out to touch the beast. Unable to solidly connect with the aasimar he at least moves out of Karthan's way with his flaming hand still at the ready for another attempt.

Concentration (DC17): 1d20 + 5 + 5 ⇒ (15) + 5 + 5 = 25
Defensively cast Shocking Grasp again, convert to fire damage
Touch Attack: 1d20 + 1 ⇒ (2) + 1 = 3 D'oh!
5' step to left (map updated)

Status:
HP: 22/22
Mage Armor active (duration is 4hrs)
Dancing Lights 3 of 3 remaining
Versatile Evocation: 6 of 8 remaining
Reach Rod per day: 2 of 3 remaining
MM Wand (CL3): 49 of 50 charges remaining
Spells Remaining:
0-level (DC15): Ray of Frost, Detect Magic, Message, Prestidigitation
1-level (DC16): Mage Armor, Magic Missile x2, Shocking Grasp x2, Burning Disarm (DC17)
2-level (DC17): Scorching Ray x2, Cats Grace, Burning Arc (DC18)


Female Half-Orc TN Half-Orc Arcanist 2 | Arcane Pool 4/5 | HP: 16/16 | AC: 11 (11 Tch, 10 Fl) | CMB: 0, CMD: 12 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +0, SM: +0

Just reminding Karthan, he can reroll d20s and pick the best ones, unless he refuses to accept such witchcraft.

Rose stares at Dakang, whispering in a low voice, "Shhhh... It will all be over soon..."

Slumber on Dakang, DC 17. Afterwards, cackle to extend the evil eye, and Fortune.


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

While that would be totally in-character I'll keep that in mind. Death is an awfully big argument against arcanophobia.


Will 1d20 + 6 ⇒ (4) + 6 = 10

Dakang keels over, unconscious.


I'll presume Kazmuk keeps still

The fly-minion lunges at Rose twice, gnashing proboscis lashing out.

Attacks vs Rose
1d20 + 5 ⇒ (12) + 5 = 17 1d8 + 4 ⇒ (5) + 4 = 9
1d20 + 5 ⇒ (9) + 5 = 14 1d8 + 4 ⇒ (8) + 4 = 12

One of the infested aasimars moves back and bends over, shaking Dakang into wakefulness; he growls and fires a beam of frost at Karthan.

Ranged Touch Attack vs Karthan
1d20 + 3 ⇒ (20) + 3 = 23 4d6 + 4 ⇒ (4, 3, 3, 4) + 4 = 18
Confirm 1d20 + 3 ⇒ (17) + 3 = 20 4d6 + 4 ⇒ (3, 6, 3, 4) + 4 = 20

The remaining two lash out agaist the cornered Ealasaid, jagged bloodied teeth readied.

Attacks vs Ealasaid
1d20 + 7 ⇒ (5) + 7 = 12 1d6 + 6 ⇒ (5) + 6 = 11
1d20 + 7 ⇒ (7) + 7 = 14 1d6 + 6 ⇒ (3) + 6 = 9
1d20 + 7 ⇒ (3) + 7 = 10 1d6 + 6 ⇒ (4) + 6 = 10
1d20 + 7 ⇒ (11) + 7 = 18 1d6 + 6 ⇒ (2) + 6 = 8

Go everyone else


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

Down at -2

1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 Stabilization roll.


Karthan stabilizes, but is still unconscious.

Kazmuk, give me a perception check


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Go to hell!

Keep attacking the same guy: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 11 ⇒ (1) + 11 = 12

Hp: 16/50


Ealasaid strikes out, a blow heavy enough to send the aasimar to the ground, but again his comrade shifts up and absorbs half of the blow.

HP Totals:
GL 6/37
GR 16/37
S 29/40
M 38/38
D 31/31


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Perception check: 1d20 + 8 ⇒ (9) + 8 = 17


From his position on the floor and through mostly-closed eyes, Kazmuk is able to spot a small package stuck to the leg of Dakang's desk, the same color as the wood and carefully hidden.


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Kazmuk will move to the desk as stealthily as he can and check the package out.

Stealth check: 1d20 + 10 ⇒ (17) + 10 = 27

Perception check: 1d20 + 8 ⇒ (14) + 8 = 22


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Any chance Karthan or I get an AOO on the aasimar that bolted down the hallway to wake up Dakang? We were threatening...

If the scene were not so dire it would almost be comical: the wizard stands next to his bleeding comrade looking first to Karthan, then to the fiery spell still held in his hand, then to Karthan again. Deciding that while the gunslinger is not in a good way things will get worse for all of them if they do not end this combat quickly, Zinthar moves down the hallway as well to engage the aasimar again. Good way to get yourself killed, this. The need is too desperate, I cannot waste the arcane energies.......

Another loud curse in elvish as yet again he is unable to land a blow to deliver the spell.

Perception Check: 1d20 + 6 ⇒ (6) + 6 = 12 don't have Heal, but can I tell by looking whether Karthan is all dead or only mostly dead?
Touch Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Im assuming that still misses the wounded aasimar's touch AC?


Karthan has a gun, and you have a rod/nothing. You do not threaten, no?

Dakang is currently in the way from you attacking the aasimar. Also please move yourself on the map.

And you need a Heal check to tell how many hitpoints Karthan is under; I'm going to say you can tell Dead from Dying, though; but not Dying from Stable.

With the infested aasimar giving battle and no attention to Kazmuk, he is able to retrieve the package; he opens it to discover a series of five small vials padded with tissue paper. They are filled with liquids of various colors and consistencies, stoppered with iron, and marked in a language he cannot understand.

Move to grab it, standard action remaining for you, Kazmuk


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

ive got a touch attack spell with a held charge since I missed last round, thought that was considered 'armed' for threatening/AOOs? Could be wrong on that......

but if the corner and Dakang dont allow me to threaten the aasimar then I would have tried and definitely failed to hit Dakang. Unless of course i need to retcon the entire thing based on the potential AOO ruling.


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

The potential problem is that while I'm at 0 hit points I can only take move actions. If I take a standard action and do not go to at least 1 hit point as a result then I'm unconscious and bleeding again. Unless there's some other way you want to do things?


AC 20, FF 19, Touch 12; Hp: 34/57; Saves: Fort +8, Ref +4, Will +7; CMD 24; Perception +11

If you're holding a touch spell's charge you are considered threatening.


Hmm; fair enough.

As the Aasimar retreats, Zinthar lashes out with arcane energy, and lands a blow; the creature howls but continues retreating.

Touch AC 10 so you hit, roll damage.

Kazmuk, yes you're right if you take a standard you go unconscious and are bleeding again. So, with that in mind, what do?


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Go for broke and chug a potion I guess. You said that Kazmuk can't read the language, but can he recognize what the language is?

Intelligence check: 1d20 + 2 ⇒ (11) + 2 = 13

Probably not ...

Kazmuk makes a brief, silent prayer, "Desna, whose starlight guides us mere mortals in dark times and whose light shone on my birth; please hear my prayer for guidance in this dark time and situation."

Kazmuk waits a moment to see if he gets any obvious inspiration. If he does he will follow it, if not he will simply grab one of the potions at random and drink it.


That's a nope.


Male Dwarf Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

You replied while I was editing. Please double check the post. :-)


Hrm. Let's roll for divine inspiration. 1d100 ⇒ 14

Kazmuk receives no great flash of divine light; he reaches for a potion, and puts it to his lips. He tries to drink it, but the moment the liquid hits his lips it skims across his skin refusing to go down his throat, arranging itself into an ornate tattoo on his right hand. It glows as the dwarf, tired from the exertion, fades into unconsciousness.

1d5 ⇒ 5

The tattoo disappears as Kazmuk's skin ripples, shifting and changing. His nose lengthens into a snout, his fingernails extend a few jagged inches, a thin layer of fur grows over his shoulders. Strength pours through him, and his eyes open.

You just got hit by Animal Affinity giving you +4 Con and the appropriate number of extra hitpoints.

That's your turn done, though.


Female Half-Orc TN Half-Orc Arcanist 2 | Arcane Pool 4/5 | HP: 16/16 | AC: 11 (11 Tch, 10 Fl) | CMB: 0, CMD: 12 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +0, SM: +0

I think that there is still a charge of Cure Light Wounds in Niv, since she never made contact, and Rose hasn't cast another touch spell since. If the GM rules so, then Niv will go a d deliver it to Katrhan.

Knowledge that would tell if the Aasimar are mindless/ immune to mind affecting.: 1d20 + 6 ⇒ (11) + 6 = 17

Rose sees Niv fly to Karthan, CLW: 1d8 + 4 ⇒ (7) + 4 = 11 Seeing his injuries close, she looks at Ealasaid, causing luck to turn in her favour. Her high-pitched cackle once again fills the room.
Standard action - Fortune. Move Action - cackle. Mental note to Niv to heal Karthan - free.

If the GM rules that Niv doesn't have the charge, Rose would heal Karthan herself, cackle still the same.

1 to 50 of 575 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Game On All Messageboards

Want to post a reply? Sign in.