The Gauntlet (Inactive)

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Nice, Shakros will be fully restored at the end of your next turn.
Rule of cool to say Shakros rolled into the safe house since Caarl had no actions left to put him in there gently.
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The Leukodaemons notice their arrows are not doing that much to Caarl however so they try a different approach.

I moved your characters on the map.

Carrl make 2 Reflex saves. DC 23

Black biting flies leave the Leukodaemons, and enter your square.

Damage from LE 1 flies: 8d6 ⇒ (6, 5, 4, 1, 1, 1, 3, 3) = 24
Sickened for:1d4 + 1 ⇒ (1) + 1 = 2 rounds

Damage from LE 1 flies: 8d6 ⇒ (2, 1, 3, 3, 6, 6, 5, 2) = 28
Sickened for:1d4 + 1 ⇒ (4) + 1 = 5 rounds

Quote:
A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute.....In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone’s original point of origin.

This damage is not subject to DR.

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Due to the Leukodaemons being 25 feet up Shakros won't have to worry about dealing with the cloud of flies until he goes airborne.
--------------------------------------------
Round 7:

Caarl 20: I am assuming you are waiting for Shakros to come out, but I will have you ahead just in case you have other plans

Shakros 20: You will need to use a move action to exit the safe house

Le: 19


I have one spell left in my ring. it removes fatigue. :) Invigorate. its temporary, but if this takes longer then 10 min we have other problems.


Why is the damage not subject to DR?
fort: 1d20 + 18 ⇒ (5) + 18 = 23

Drop rage, ready for fly from shakros, cast spell and re rage.


I was actually going to buff a little in here, and by buff, I mean cast fly. While attacks can't be done into/out of the safe house, I don't remember it prohibiting spellcasting.


That is correct. Buffing is allowed, but the idea of the safe house was to prohibit contact from anything outside of it.


Caarl wrote:

Why is the damage not subject to DR?

[dice=fort]1d20+18

Drop rage, ready for fly from shakros, cast spell and re rage.

It is not weapon based damage(slashing piercing or bludgeoning).


oh well, can we fight 4 of the normal ones? their flies deal slashing damage. (I like being invulnerable :P) I hope that doesn't sound mean, i love how close this fight is.


I did not see the word slashing. I guess DR does apply.
PS: That is supposed to be 2 reflex saves not one fort save.

You don't want to fight 4 of them. They have another trick up their sleeve.

I take that back. The rest of the party does not want to see 4 of them. :)

edit:I see you made one reflex save, but labeled it as a fort save.
One more save Mr.Caarl.


Watcher Uatu wrote:

Nice, Shakros will be fully restored at the end of your next turn.

Rule of cool to say Shakros rolled into the safe house since Caarl had no actions left to put him in there gently.
---------------------------------------------------------------------
The Leukodaemons notice their arrows are not doing that much to Caarl however so they try a different approach.

I moved your characters on the map.

Carrl make 2 Reflex saves. DC 23

Black biting flies leave the Leukodaemons, and enter your square.

Damage from LE 1 flies: 8d6
Sickened for: 1d4+1 rounds

Damage from LE 1 flies: 8d6
Sickened for: 1d4+1 rounds

Quote:
A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute.....In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone’s original point of origin.

This damage is not subject to DR.

------------------------------------------------------

Due to the Leukodaemons being 25 feet up Shakros won't have to worry about dealing with the cloud of flies until he goes airborne.
--------------------------------------------
Round 7:

Caarl 20: I am assuming you are waiting for Shakros to come out, but I will have you ahead just in case you have other plans

Shakros 20: You will need to use a move action to exit the safe house

Le: 19

correction:The sickness last for one minute. The flies last for 1d4+1 round which was rolled.


Horray slashing!
Reflex: 1d20 + 18 ⇒ (14) + 18 = 32
i got the label right this time


Shakros, once re-awakened, casts fly on himself, spending 1 arcane pool point to return it to his mind via Improved spell recall.


Round 8: Either of you can go first
Init order:
Caarl

Shakros:You would have woken up in round 7 and cast the spell

LE
---------------------


I move out to L3, and cast fly on Caarl.


rarg! cast invigorate, rage, yell profanities as i try to block their view of Shakros, also fly between them.


Carl said he was going to cast Invigorate, and rerage. I am assuming he would do that to avoid the any arrows.

Decisions, decisions
LE 1 and LE 2 use an SLA then drop just low enough so that they can touch Caarl. The bad thing is on his go he can also attack them on his next turn.

Touch attack 1:1d20 + 21 ⇒ (16) + 21 = 37

Touch attack 2:1d20 + 21 ⇒ (6) + 21 = 27

Caarl make two DC 19 will saves

Each save will result in the loss of 100 hp if you fail the save. If you make the save you take 50, but you can not be dropped below 1 hp in any event.
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edit:if you are going to fly to them they will have to have a concentration check vs DC 21 to cast defensively

1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 12 ⇒ (17) + 12 = 29

edit2: The save is only 18, and they 5 foot step away from you instead of down.


Jesus. Harm?. That's pretty intense.


Shakros wrote:
Jesus. Harm?. That's pretty intense.

Yeah.


Double Harms! That's amazing! i love it!

will: 1d20 + 21 ⇒ (18) + 21 = 39
will: 1d20 + 21 ⇒ (2) + 21 = 23

LE 2 seems to have moved more then 5 feet, do i get an AoO?

HP 113/214
AC 24/13/17


He only moved 5. That is bad map management on my part. I should have made him take the AoO. It would have been a better strategy.

Caarl how high off the ground are you since you said you were flying. \

Round 9 init:
Caarl and Shakros.

LE


20 feet up, i did provoke if they have a way of taking the attack.


They had their bows in hand so no provoking for them. The idea of taking free actions to remove a hand/claw is still up for debate so I will say they can't.


Np, attack Le2 till dead then switch to Le1 and 5ft step closer.

attack: 1d20 + 20 ⇒ (7) + 20 = 27
damage: 3d6 + 30 ⇒ (5, 3, 6) + 30 = 44
attack: 1d20 + 20 ⇒ (19) + 20 = 39
damage: 3d6 + 30 ⇒ (5, 5, 6) + 30 = 46
attack: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 3d6 + 30 ⇒ (2, 3, 6) + 30 = 41
attack: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 3d6 + 30 ⇒ (1, 2, 5) + 30 = 38

Crit confirmation
attack: 1d20 + 20 ⇒ (11) + 20 = 31
damage: 3d6 + 30 ⇒ (5, 1, 2) + 30 = 38


Shakros FHCs the one in OP67, and full attacks it. His weapon bypasses their DR, as it's DR X/Good or silver, and I bypass silver with my weapon, as it's +3 or higher. Also activating boots of speed.

FHC: 1d20 + 16 ⇒ (8) + 16 = 24

13 damage.

Haste: 1d20 + 19 ⇒ (17) + 19 = 36

1d6 + 11 ⇒ (6) + 11 = 17

Crit Confirm: 1d20 + 19 ⇒ (3) + 19 = 22

1d6 + 11 ⇒ (4) + 11 = 15

1st: 1d20 + 19 ⇒ (14) + 19 = 33

1d6 + 11 ⇒ (3) + 11 = 14

2nd: 1d20 + 14 ⇒ (16) + 14 = 30

1d6 + 11 ⇒ (6) + 11 = 17

Crit Confirm: 1d20 + 14 ⇒ (10) + 14 = 24

1d6 + 11 ⇒ (2) + 11 = 13


Between the two of us, (mostly you) I think we got this this round.


I love down to the wire fights, so exciting


Talk about close, it's 2v2. :P


Shakros the cloud of insects is still there. If you wish to keep the last action make a DC 23 reflex save to avoid taking 4d6 ⇒ (5, 3, 2, 6) = 16 points of slashing damage, and being sickened for 1 minute.

I did not put the could on the map but the enemies are still surrounded by the insect could.

LE 1 cast dispel magic on Caarl

Cast defensively vs 21: 1d20 + 12 ⇒ (17) + 12 = 29

Fly and is a higher level spell than enlarge person so that is targeted first.

1d20 + 10 ⇒ (16) + 10 = 26 vs 24

Caarl starts to float to the ground

LE 1 provokes as he moves away from Caarl.

He then attacks Shakros

Attack:1d20 + 23 ⇒ (9) + 23 = 32

Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21

It looks like the baddies are in trouble unless both of you roll low

----------------------------
Round 9: either of you can go first.

Init order:

Caarl

Shakros

LE


AoO
attack: 1d20 + 20 ⇒ (19) + 20 = 39
damage: 3d6 + 30 ⇒ (4, 6, 3) + 30 = 43
Crit confirmation
attack: 1d20 + 20 ⇒ (4) + 20 = 24
damage: 3d6 + 30 ⇒ (1, 4, 3) + 30 = 38


Do i get to full attack before falling to the ground?


Caarl wrote:
Do i get to full attack before falling to the ground?

Yes and LE 1 is dead


Male Human Oracle 15, HP 141, Init +1

Nice job.

See if I can do more in the next one than pass out drugs and eat 8 points of strength drain that I'm glad one of the barbarians didn't eat. Guess that will depend on whether there is anything that MUST die first round again though.


Reflex: 1d20 + 9 ⇒ (9) + 9 = 18

Dammit. I had my huge post up, and then you posted, Caarl, and I've got to write another one now because you killed Le1.

Shakros Bladed Dashes to Le2, taking his attack with Spell combat, using another round of haste.

Bladed Dash attack: 1d20 + 23 ⇒ (18) + 23 = 41

damage: 1d6 + 9 ⇒ (1) + 9 = 10

Crit Confirm: 1d20 + 23 ⇒ (12) + 23 = 35

Crit Damage: 1d6 + 9 ⇒ (1) + 9 = 10

And then his full attack:

Haste: 1d20 + 18 ⇒ (12) + 18 = 30

Damage: 1d6 + 9 ⇒ (6) + 9 = 15

1st.: 1d20 + 18 ⇒ (11) + 18 = 29

Damage: 1d6 + 9 ⇒ (6) + 9 = 15

2nd: 1d20 + 13 ⇒ (11) + 13 = 24

Damage: 1d6 + 9 ⇒ (2) + 9 = 11

All damage dealt bypasses their DR.


You killed it even with DR factored in, but how does that attack bypass DR?


They have DR X/ good or silver, and it only takes a +3 weapon to bypass silver.


whoo hoo
collect bodies and deposit in safe house.
Can i get enlarge person cast into my ring in case this comes up again?


We can say the ring resets.

The next map is still in progress. I got tired of using only outsiders and undead. I decided to add more variety. I don't know how well the next group will synergize though. I should have the next group ready within an hour.


If you have gold to buy a ranged weapon you can do so. I was surprised to see you without one in that last fight.


Battle 4---Map to battle 4

You find yourselves in a forest-like enviroment with trees that go up 100 feet in the air.
Across from you are 5 creatures that that appear all to eager to stop your advancement.

SG-This creature also has a humanoid appearance and is over 20 feet tall. It carries a longbow, and is armed with a greatsword. It also wears breastplate armor

GC-Appears to be humanoid in nature, but he stands at over 30 feet tall. His Greatclub is bigger than some trees.

G-is also very large with a humanoid shape, but it seems that with 4 arms he is not of this realm

CH-is a mass of tentacles mouths and fangs seeming eager to latch onto someone.

DT-This creature is 7 ft tall and is heavier than it appears. It carries two kukris.

3 knowledge plane check

2 knowledge nature checks.
.

Round 1 Init for bad guys
DT: 23 is the correct init I tried to move it around and the number changed.

SG: 1d20 + 2 ⇒ (9) + 2 = 11

GC: 1d20 + 3 ⇒ (9) + 3 = 12

G: 1d20 ⇒ 4

CH: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Oracle 15, HP 141, Init +1

Kn Planes: 1d20 + 11 ⇒ (9) + 11 = 20
Kn Planes: 1d20 + 11 ⇒ (20) + 11 = 31
Kn Planes: 1d20 + 11 ⇒ (10) + 11 = 21
Kn Nature: 1d20 + 9 ⇒ (13) + 9 = 22
Kn Nature: 1d20 + 9 ⇒ (3) + 9 = 12

Init: 1d20 + 1 ⇒ (14) + 1 = 15

Is G the big red box?
Is there a safe house on this map?
Watcher, can you also put a link to the map in the short description of the campaign tab? Doing that will make the map link appear at the top of the gameplay thread.


Kn: Planes
1d20 + 21 ⇒ (18) + 21 = 39
1d20 + 21 ⇒ (17) + 21 = 38
1d20 + 21 ⇒ (7) + 21 = 28
Kn: Nature
1d20 + 18 ⇒ (16) + 18 = 34
1d20 + 18 ⇒ (17) + 18 = 35

Init: 1d20 + 1 ⇒ (20) + 1 = 21

SHouldn't this be battle 5?


Init: 1d20 + 4 ⇒ (12) + 4 = 16


Yeah it is 5. :)

The safehouse is labeled and is down at E-30. It was the first thing I did and it still did not stay. It is there now though.

The monster with the tentacles(CH) is a Qlippoth, Chernobue
DR 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; SR

The slams do con damage, and the bite is poisonous.

Quote:
A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Quote:
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

------------------------------------------------------------

G is a Demon, Glabrezu

Senses darkvision 60 ft., true seeing;
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR
SLA's
1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
-----------------------------------------------------------
DT is Demodand, Tarry
Senses darkvision 120 ft., detect good, detect magic
DR 10/good and magic; Immune acid, poison; Resist cold 10, fire 10; SR

Quote:


Adhesion (Ex)

A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful grapple check. This adhesion grants a +4 racial bonus to CMD against disarm attempts.

------------------------------------------------------------

SG=Storm Giant
They hit hard.
Constant—freedom of movement
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)
Defensive Abilities rock catching; Immune electricity
---------------------------------------------------------------

GC=Great Cyclops
They hit really hard.
powerful charge
Once per day as a swift action, a great cyclops can gain a burst of savage of inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rock attacks it makes until the start of its next turn. Furthermore, once per day, when the great cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.


Battle 5

Init incomplete:

Tarry 23

Shakros 21

Darrt 16

Mlungisi 15

Chernobue 12

Great Cyclops 12

Storm Giant 11

Glabrezu 4
---------------------
waiting on init:
Caarl

Boleridin

Huuurk


Lots of posts. o.o

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10

Stealth: 1d20 + 33 ⇒ (19) + 33 = 52


initiative: 1d20 ⇒ 12


Half-Orc Barbarian 13

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Shakros, you're the one with the tele so I leave it to you to pick an Alpha Strike target. I'm biased towards taking out the Storm Giant first.


Battle 5, Round 1
Init:Battle 5

Tarry 23 action taken

Huuurk 23

Shakros 21

Darrt 16

Mlungisi 15

Chernobue 12

Great Cyclops 12

Caarl 12

Storm Giant 11

Boleridin 10

Glabrezu 4
------------------------------------
The Tarry demodand seems to be focused on something.
-------------------------------------------
Huuurk 23 ---your turn

Shakros 21

Darrt 16

Mlungisi 15


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 1

Moving to B18 to take soft cover behind the Eidolon. Casting Blessing of Fervor to hit entire party (I'm assuming Huuurk and Caarl who are not on the map yet are also in range). Everyone else can delay or not at their option for BoF.


Everyone ahead of you is melee oriented, and they normally wait for you.
I will get a PM to them.


Half-Orc Barbarian 13

Sorry about that, opened the map and intended to put myself down, but got distracted by my dogs trying to massacre each other. Done now.
Holding action until after Mlungisi, yes.
You know what's coming next :P

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