The Elder Games

Game Master wesF

Lots of casters in one spot. What could possibly go wrong?


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Female Tiefling Wizard / 1

Circe enters and looks about for any obvious symbols or signs of what deity was worshiped here.

know religion untrained 1d20 + 4 ⇒ (18) + 4 = 22
I figure the usually holy symbols aren't that high a difficulty at least.


Circe realizes the temple was once dedicated to saranrae. The symbol has fallen from it's place of reverence though you see it face down n the ground.


Female Tiefling Wizard / 1

Circe points to the fallen symbol. "Well, it looks like this place was once a temple to Sarenrae. I feel a bit better know that at least this place wasn't dedicated to some evil deity that practiced human sacrifice or anything."

"Shall we do a room by room search of this place now?"


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

From where he's examining the floor "Got a bloodstain over here. Pretty decent sized"


Human Summoner 5 / Dragon Disciple 2

Al peers around the room. "I think this is it unless we have some secret room somewhere." He says to Circe. "Well, this place is at least a bit defensible. We could move a pew or two to block the doors and get some rest. I cannot speak for others, but a day of riding is pretty exhausting to me.


so what's the plan?


Human Summoner 5 / Dragon Disciple 2

Al looks like he is ready to set up camp and do some more searching in the morning. Unless we have objections to that, we could set up a watch system. Al doesn't mind staying up late, so he can take first watch.


Female Tiefling Wizard / 1

Circe is fine with setting up camp in the church as well.

"I'm rather tired myself. I do feel better trying to get some sleep in here rather than out in the open."


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock meanders around the temple looking at the religious iconography, poking things with his foot, looking for anything of interest.

Perception +10 1d20 + 10 ⇒ (5) + 10 = 15

"So the plan was to come out here and we would have our questions answered? Wonder how that is suppossed to work? Is someone goign to meet us here? There suppossed to be a note? Or is this place itself and whatever happened here what is important? So far, I've just seen creepy. Isn't Sarenrae one of the dieties of light or sunshine?


Human Summoner 5 / Dragon Disciple 2

Al picked up a pew and placed in front of the front doors for an effective barricade. As he worked, he kept his eyes on the windows. Usually they didn't open wide enough for people or monsters to fit through stealthily in a temple, but it would have to be checked. Then he simply had to sleep next to the other door and they were pretty secure, provided they both opened inward.

"She may be, but none of her followers are here." he said with a faraway look in his eyes. "Anything can decay if it is not properly cared for."


So you barricade in the temple. You make your arrangements.

Are you putting up watches, if so what's the order?

Are you making a fire? There's plenty of wood for it and the ceiling is tall enough that it wont be an issue. Plus the smoke will filter out some of the broken windows easily enough.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

I'm good with whatever watch position folks want Hemlock in. He has low light vision but he'll sleep whenever, he doesnt do so very much anyways.

"If we make a fire I've got some tindertwigs I have been dying to use. They should light up whatever we decide to set to light. Nice big burning fire in the middle of an old Sarenrae temple...that ought to work well."

Nodding at Alabaster's comments,"I'd offer a different take on that Al, everything decays whether its cared for or not. Eventually. Humans, bridges, governments, although maybe not gold...gold seems pretty impervious to time. I wonder..." Hemlock ruminates in his head lost in thought about the timeless properties of gold.


Female Tiefling Wizard / 1

Seeing how eager Hemlock seems to try his newly made tindertwigs, Circe decides against mentioning that she has a cantrip memorized that would do the same thing. As he trails off thinking of gold...

"I'm so tired, I think I'll take last watch if no one minds?"


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

"Not a problem for me Circe. While I'm up though anyone think of anything alchemical I can prepare for tomorrow. I'm usually well prepared but if there is anything I many have missed, let me know."

Hemlock sets down gingerly on an upright bench to test his weight on it.


1d6 ⇒ 3


During hemlocks watch:

As you're tinkering with various alchemical agents you hear somehting outside. Getting up from your cross legged position you gingerly peek out through a crack in one of the stained glass windows. You see a dark shape in the street. You think it's a man. He walks aimlessly with a severe limp.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock will nudge Alabaster awake as silently as possible. Whispering, "Hey. One of the locals is out there wandering about OR ... it's a trap. Either way, I think we should all be awake for it.

Hemlock will point towards the crack in the stain glassed window and motion for Alabaster to look through. He will move to Aly and Dash to awake them as well.


Stealth checks from everyone whose awake please.


Female Tiefling Wizard / 1

Stealth 1d20 + 4 ⇒ (12) + 4 = 16

If awakened by anyone or by the movement of the others, Circe stays put. She doesn't want to look outside right now.


Human Summoner 5 / Dragon Disciple 2

Alabaster wakes with a start and takes a halfhearted swing at Hemlock before he comes to his senses. Whether it was halfhearted because he was really sleepy after taking first watch or because he knew he was being awakened by a friend, it was hard to say. "Oh, good morning Hemlock. Well, let us keep an eye on him and see what he does and where he goes." He gets up and walks over to the window to look out.

Stealth:1d20 + 0 ⇒ (8) + 0 = 8


The time is roughly 2am. FYI.


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

Aky rises quickly, then makes his way to a window to peer out at their "visitor"

1d20 + 10 ⇒ (14) + 10 = 24 Stealth

1d20 + 16 ⇒ (4) + 16 = 20 Perception


AKY:

It looks like a man, probably human. He seems confused or maybe just disoriented. It's hard to say.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Stealth = d20 +2 from Dex 1d20 + 2 ⇒ (2) + 2 = 4

Hemlock moves into a better vantage point to watch the door and boots a temple bench in the process, swearing and trying in vain to quiet it from scretchign across the floor.


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

"Seems like a confused human. Al, would you like to come be my muscle while I go talk to him?"

I'm going to guess that I still haven't fully regained my spells and other limited abilities?


Female Tiefling Wizard / 1

Am I still sleeping?


Akydidyka Serrin de Aptal wrote:

"Seems like a confused human. Al, would you like to come be my muscle while I go talk to him?"

I'm going to guess that I still haven't fully regained my spells and other limited abilities?

No one has gotten a full nights sleep in order to regain spells. However, everyone has slept enough that they're not overly tired, so no fatigue penalties or anything.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock will wake Circe if his club footing of the furniture hasn't done so already.

Eyes on the front door, he will gently shake her shoulder and whisper, "Get up quietly, there is someone outside in the town."


Female Tiefling Wizard / 1

"Someone outside? Are they dead or alive?"


Sooo.... actions?


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

Somebody's impatient, lol. I'm waiting on Al before I go outside, unless you want to DmPC him.


Female Tiefling Wizard / 1

Should anyone attempt to go outside, Circe will try to stop them. Her argument will be that whoever out there is probably dead.


Human Summoner 5 / Dragon Disciple 2

Sorry for the wait

"I would be glad to accompany you my friend. Let us go for a stroll. He goes over and opens the back door and sees Circe's objecting look. "Worry not my dear. Just be ready to receive us back in here if things go sour."


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

The seer chuckles at Circe's argument "Circ, I think you mean undead, as he is walking around. Not to worry though, I told you I do better at night." He says with a grin.

With that he steps outside, surrounding himself with his starlight armor. He then walks within ten feet of the man to get a closer look. If it turns out to be something hostile, he's prepared to launch a spell Using my second hour of Coat of Many Stars to increase my AC to 16. 1d20 + 16 ⇒ (19) + 16 = 35 Perception. Readying an action to cast Magic Missile if its an enemy and tries to attack us


I didn't mean to sound impatient. I just wanted to clarify at the time that no one had actually taken any actions.


As Aky gets within ten feet the man is facing away from you. At this distance you can see the hair on his head is Unkept and very thin and thready, though it goes to about shoulder length. As you approach you step on a small pile of rocks that crackle under your feet. The man perks visibly then turns to you.

His features are sunken and dark. His eyes nothing but black pits. As he see's you a pinpoint of red flairs from nothingness in the center of his eye socket. Even as they flair he throws himself at Aky and mid air fangs sprout from his canines and wicked claws grow from his feet and hands. As slow as the creature was before he seems impossibly fast now.

Suprise round:

Grapple CMB 1d20 + 5 ⇒ (15) + 5 = 20

If he grapples he gets a free attempt to bit you. 1d20 + 5 ⇒ (5) + 5 = 101d4 ⇒ 1

The creature successfully grapples Aky and both tumble to the ground. The creature strikes out with it's teeth aiming for Aky's neck, but Aky is fast enough to shift out of the way. (grapple, but no bite)

Initiative everyone. Aky since you had a readied action you can roll your Magic missile damage as the creature is mid-leap.


Human Summoner 5 / Dragon Disciple 2

Initiative:1d20 + 5 ⇒ (9) + 5 = 14
Remember if he doesn't have improved grapple, you get an attack of opportunity.

Al is a bit taken back by the ferocity of the attack and prepares his counter offensive.


Alabaster Boralis wrote:

Initiative:1d20+5

Remember if he doesn't have improved grapple, you get an attack of opportunity.

Al is a bit taken back by the ferocity of the attack and prepares his counter offensive.

That's true. Aky, if you had a melee weapon in hand you can take an AOO.

ROUND 1

The creature attacked on his surprise round and Aky's Magic missiles and AOO (if he takes it) also happened on the surprise round. Feel free to take your actions for round 1. I'll arrange them based on initiative in the wrap up. Presently Aky and the creature are grappled in the dusty road that is main street.


Human Summoner 5 / Dragon Disciple 2

"I have a feeling he will not listen to reason, Aky." Says Alabaster as he takes a step around the dead beast and pulls out claws of his own.

Five foot step to get in position to flank, maybe next turn. Swift for Dragon Style, and full attack. +2 to hit because creature is grappled.
Claw 1:1d20 + 14 ⇒ (4) + 14 = 18 Damage:1d4 + 13 ⇒ (3) + 13 = 16
Claw 2:1d20 + 14 ⇒ (9) + 14 = 23 Damage:1d4 + 10 ⇒ (2) + 10 = 12


Female Tiefling Wizard / 1

Initiative 1d20 + 2 ⇒ (18) + 2 = 20
Perception 1d20 + 2 ⇒ (3) + 2 = 5
attack 1d20 + 4 ⇒ (14) + 4 = 18

Dear? Distracted from making any further objections as she wonders if Al's comment was merely flippant or an actual term of endearment, Circe just watches as the two men walk down the street.

Still in the former temple, Circe squeals in alarm as the once lurching figure leaps with unnatural speed towards her friends and lands on Aky. Grabbing up her crossbow in one hand, she'll step outside and scan the street for any other possible attackers. Seeing none, she'll attempt to shoot at the creature grappling Aky.


Just as a reminder

Grappled : A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity . A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


grappling referrence:

Grapple

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple , grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move : You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage : You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin : You can give your opponent the pinned condition (see Conditions ). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC .

Tie Up : If you have your target pinned , otherwise restrained, or unconscious , you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD ). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled : If you are grappled , you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD ; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD ). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned , your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures : Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.


Just waiting on the others round 1 actions before summarizing the round.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock walksto the doorway of the temple and looks around for any others that might join in the fray and prepares to bomb them.

He will be holding an action for any others that come into view and are not in melee with anyone.

Initiative +4 1d20 + 4 ⇒ (19) + 4 = 23


Hemmick 'Hemlock' Rand wrote:

Hemlock walksto the doorway of the temple and looks around for any others that might join in the fray and prepares to bomb them.

He will be holding an action for any others that come into view and are not in melee with anyone.

Initiative +4 1d20+4

What's the range on alchemist bombs?


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

As the creature jumps at him, Aky fires off a pair of force bolts, which slam into its chest 2d4 + 2 ⇒ (1, 1) + 2 = 4 Magic Missile

He then stumbles back and falls as the creature grabs him, though thankfully he shifts his body to avoid its bite. He does however laugh at Al's comment "Ya know, I think you might be right Al."

No weapon, so no AoO. Doesn't make sense for me to have drawn a dagger as I was trying to appear friendly

1d20 + 3 ⇒ (18) + 3 = 21 Init


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

BOMBS
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.


Akydidyka Serrin de Aptal wrote:

As the creature jumps at him, Aky fires off a pair of force bolts, which slam into its chest 2d4+2 Magic Missile

He then stumbles back and falls as the creature grabs him, though thankfully he shifts his body to avoid its bite. He does however laugh at Al's comment "Ya know, I think you might be right Al."

No weapon, so no AoO. Doesn't make sense for me to have drawn a dagger as I was trying to appear friendly

1d20+3 Init

That was the suprise round. You get a round of regular actions also. Though you're grappled you can attempt to get out.


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

Akydi will attempt to blast another magic missile at the undead grappling him 1d20 + 8 ⇒ (16) + 8 = 24 Concentration check. Casting an Empowered Magic Missile using the benefit from Guiding Star 2d4 + 2 ⇒ (2, 2) + 2 = 6 9 total damage.


Between Alabaster and Aky the fiend is torn asunder and burned by magic. It's a dry husk with almost no moisture to it. Several of the larger pieces fall off to the side, but Aky and much of the ground around his is covered in unpleasant corpse dust.

Aky hacks as small amounts go into his mouth and nose. (No saves needed. It's just gross.)

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