| DM_Lazer_Beam |
Ghoul Team Attack (2): 1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (20) + 5 = 251d20 + 3 ⇒ (19) + 3 = 22 vs. AC 11 Risen Fate [DC 21]
Ghoul Team Attack (3): 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (20) + 3 = 23 vs. AC 14 Joe [DC 21]
Ghoul Team Attack (2): 1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (13) + 5 = 18 vs. AC 19 Wild Fire [DC 21]
G To: 1d20 + 6 - 3 ⇒ (7) + 6 - 3 = 10 vs. DC 18 Flame Aura
Gargoyle Dodge: 1d20 + 3 ⇒ (12) + 3 = 15 vs. DC 20 Blink
Gargoyle Team Attack: 1d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (2) + 4 = 6 vs. AC 10 Timeline [DC 17]
Gargoyle Dodge: 1d20 + 3 ⇒ (1) + 3 = 4 vs. DC 15 to avoid goo.
The Ghouls attack again. Ghoul 7 takes a 5 foot steps to block Joe's movement. G5 and G6 take Fire damage from being On Fire. G6 is also Dazed for a round.
-Risen Fate gets bit by Ghoul #1 and Ghoul #2 scores a critical hit. Toughness save DC 28 and 2 Venom saves (see below).
-Joe is able to fend off the ghoul that was about to bite him from behind.
-Wild Fire is able to fend off both attackers!
Re-Roll keeps Wild Fire and Joe from taking any hits. Still need the Toughness DC 28 from RF and 2 Venom saves as well (see above post).
Another Gargoyle gets hit, dissolving into so many time-space particles before rematerializing inside the conveyor belt trap room. It lands face down in the goo and is really, really stuck.
The remaining two gargoyles attack in concert one strikes first feinting and allowing it's buddy to crit you from behind! Toughness DC 22
| Risen Fate |
Aw dang. Ah well, at least I saved the other two.
Toughness: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Fortitude 1: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
Fortitude 2: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10
Ow. Ow. And Ow.
Baker dodges a ghoul...and spins into the claws of the other, face-first.
ARGH! That really thtings! Oh gawd, I con't pheel my mouf! Owr my awm! I weally hope you two awe doing bettew...
| Timeline |
toughness: 1d20 + 10 ⇒ (13) + 10 = 23
Timeline takes the hits like a champ and attempts to get rid of the two remaining rock heads with blink once again.
blink 1: 1d20 + 7 ⇒ (3) + 7 = 10nope
blink 2: 1d20 + 7 ⇒ (18) + 7 = 25 dc20 blink to conveyor belt room i figure this is the best one to do because conveyer keeps moving making room for others I don't want to put two of them in the other rooms because they might be able to break out together so yeah also how are the other ones doing?
Damn i just cant hit my mark when I need too!
Guys this is taking a bit longer than expected hold strong!
| Rabbi Joseph Fankenburg |
| DM_Lazer_Beam |
Sorry for late post, my RL game is about to wrap up and I have been spending a lot of time planning the final encounter for this weekend. I still need actions from Risen Fate for this round because despite his failed saves he is only Immobile not completely paralyzed.
| Risen Fate |
While I have the chance and Paizo is working for me, I'm going to post a quick turn. Continue on.
Since I'm currently Immobile, I'll just hit someone near me with a quick Deus Ex.
Deus Ex: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Probably won't hit, but here's the damage chart anyway. Yay for bad rolls, and wonky internet!
Deus Ex Damage Type Chart: 1d20 ⇒ 8
1 - Side Effect(DM's Choice): Your power has an added Rank 0 effect. Roll again and re-roll any more 1 results.
2 - Radioactive
3 - Void
4 - Infernal
5 - Necrotic
6 - Acid
7 - Electricity
8 - Cold
9 - Fire
10 - Crushing
11 - Piercing
12 - Slashing
13 - Ballistic
14 - Force
15 - Psychic
16 - Celestial
17 - Sonic
18 - Radiant
19 - Quantum
20 - Roll Twice more and re-roll any more 20 results.
| DM_Lazer_Beam |
G1,G2 Attack: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (5) + 3 = 8 vs. DC 11 Risen Fate [DC 21]
G4,G7 Attack: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (9) + 3 = 12 vs. DC 19 Joe [DC 21]
G1 T: 1d20 + 6 ⇒ (1) + 6 = 7 vs. DC 25 Scorching Ray
Gargoyle Dodge: 1d20 + 3 ⇒ (17) + 3 = 20 vs. DC 20 Blink
Gargoyle Dodge: 1d20 + 3 ⇒ (7) + 3 = 10 vs. DC 15 avoid the goo
Gargoyle attack: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (16) + 4 = 20 vs. AC 10 Timeline [DC 17]
Risen Fate's plea to the fickle powers of Luck go unheard, but he does find the numbness fades completely! You got two degrees of success on the save at end of round so they cancel out the two degrees of failure you were suffering from. Yay you!
The Ghouls not trapped underneath Wild Fire's Magma Dome(tm) redouble their efforts! And then fail to hit either of you...haste makes wasted attacks it would seem...
Wild Fire points a finger at G1 and it erupts in flame!
-Ghoul 1 simply makes a strange whooshing sound and is reduced to nothing more than smoldering ashes. K.O.
Joe continues his wild swings sadly hitting nothing but air.
Both gargoyles perform evasive aerial maneuvers to avoid your abilities before making strafing claw attacks. Both are able to connect with their attacks. Toughness DC 19 save.
In quick glances at the monitor, you can see that the gargoyle trapped inside the cryogenic canister is futilely attempting to claw it's way out. The canister is already half full of neon blue cryogenic material. Ice tips the gargoyles wings as it barely manages to stay above the rising fluid.
The one inside the room with the kinetic gel walls is finding itself trapped while the walls begin to come together. It has maybe two more rounds before the walls close completely.
*MAP UPDATE*
Round Five Begin!
| ~Wild Fire~ |
Fortitude for venom (again): 1d20 + 3 ⇒ (6) + 3 = 9
Aiming at G7 this time. I'll keep hovering where I am; Don't think I'm going anywhere any time soon ><
Scorching Ray: 1d20 + 10 ⇒ (10) + 10 = 20
| Risen Fate |
These guys are as persistent as the Ghoul Scouts! Er, Girl Scouts.
Baker shakes off the paralysis in his limbs.
No! I do not want to buy cookies!
Baker shoves the nearest ghoul away as it takes a swipe at him.
Deus Ex against #2: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20; Damage DC24
Deus Ex Damage Type Chart: 1d20 ⇒ 18
1 - Side Effect(DM's Choice): Your power has an added Rank 0 effect. Roll again and re-roll any more 1 results.
2 - Radioactive
3 - Void
4 - Infernal
5 - Necrotic
6 - Acid
7 - Electricity
8 - Cold
9 - Fire
10 - Crushing
11 - Piercing
12 - Slashing
13 - Ballistic
14 - Force
15 - Psychic
16 - Celestial
17 - Sonic
18 - Radiant
19 - Quantum
20 - Roll Twice more and re-roll any more 20 results.
That's a new one... interesting :)
| Timeline |
toughness: 1d20 + 10 ⇒ (9) + 10 = 19
You over grown Clay pigeons are starting to get on my nerves!
Timeline barley dodging the blows from the two rock heads attempts to blink them again.
blink 1: 1d20 + 7 ⇒ (9) + 7 = 16
blink 2: 1d20 + 7 ⇒ (8) + 7 = 15 DC20, Blink both to the conveyor room on different parts of the conveyor belt.
SHAZAM!!!
Hopefully this gets them both, I need to find the others.
| Rabbi Joseph Fankenburg |
what is this, the Cathedrale Notre Dame de paris, Gargoyles do not wake up and attack the enemies of the church.
lets attack #4
power and all out
attack: 1d20 + 11 ⇒ (15) + 11 = 26
| Risen Fate |
I will be out of internet contact for the next 2 weeks (Yay school trip to Rome!) so if you need to commandeer my character, feel free. Otherwise, man, I hope you don't get into too much trouble while I'm gone! Stuff's really hitting the fan here!
| DM_Lazer_Beam |
G2 To: 1d20 + 6 ⇒ (20) + 6 = 26 vs. DC 24 Deus Ex (Radiant)
Ghoul2: 1d20 + 3 ⇒ (10) + 3 = 13 vs. AC 11 Risen Fate [DC 21]
Ghoul4&7 Team Attack: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (10) + 3 = 13 vs. AC 14 Joe [DC 21*]
G7 To: 1d20 + 6 ⇒ (2) + 6 = 8 vs. DC 25 Scorching Ray
G4 To: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 vs. DC 29 Joe Punch!
G1 Dodge: 1d20 + 3 ⇒ (1) + 3 = 4 vs. DC 20 Blink
G2 Dodge: 1d20 + 3 ⇒ (11) + 3 = 14 vs. DC 20 Blink
G1 Dodge: 1d20 + 3 ⇒ (14) + 3 = 17 vs. DC 15 goo
G2 Dodge: 1d20 + 3 ⇒ (9) + 3 = 12 vs. DC 15 goo
Have fun on your trip, RF! We will take good care of your character while you are gone...probably.
Risen Fate's hands begin to radiate brilliant light as he attempts to shove the Ghoul. It laughs as the light is reflected off it's stony hide.
Ghoul 2 counterattacks at Risen Fate biting him in the ankle. DC 21 Toughness save and another DC 16 Fortitude save vs. Paraylisis Venom.
Ghouls 4&7 make a concerted effort to pierce Joe's defenses but are repelled by his wild swings.
Wild Fire shoots a pinpoint beam of fire at Ghoul 7. It begins to burn quickly. Bruised and Staggered
Joe's repelling attack catches Ghoul 4 square in the rib cage. Although a sickening crunch can be heard, the ghoul seems unaffected by this change. Bruise only
MAP UPDATED
***Round Six is a go!***
| Rabbi Joseph Fankenburg |
guys, i don't know why but i am having a really off time in this place. sorry that i can't be of more assistance.
guessing that this will be a low roll anyway, i will just power attack but not all out attack ghoul number 4
attack: 1d20 + 6 ⇒ (15) + 6 = 21
well hey, a decent roll this encounter, yay
| ~Wild Fire~ |
Scorching Ray at 7: 1d20 + 10 ⇒ (8) + 10 = 18
Seems we're all having a rough time of it. Just keep beating 'em down! We got this!
Do I still need the fort save?
Fort against venom: 1d20 + 3 ⇒ (1) + 3 = 4
Not like that's doing anything anyways... -_-
| Timeline |
Now that Timeline has got rid of those over sized stone pigeons, he attempts to get the layout of this place on his pip boy.
How you doing guys? I finally finished my little problem and now im trying to get a layout of this place are you guys OK without me?
| "Twin Strike" Tempest |
Tempest Risen Fate yells at the nearest Ghoul, No cookies for you!
Deus Ex Machina: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 Damage DC 24
A large chunk of the ceiling mysteriously gives way, falling on top of Ghoul #2.
*Crash*
@Timeline: We're fine, all fine here. Uhm...how are you?
Deus Ex Damage Type Chart: 1d20 ⇒ 10
1 - Side Effect(DM's Choice): Your power has an added Rank 0 effect. Roll again and re-roll any more 1 results.
2 - Radioactive
3 - Void
4 - Infernal
5 - Necrotic
6 - Acid
7 - Electricity
8 - Cold
9 - Fire
10 - Crushing
11 - Piercing
12 - Slashing
13 - Ballistic
14 - Force
15 - Psychic
16 - Celestial
17 - Sonic
18 - Radiant
19 - Quantum
20 - Roll Twice more and re-roll any more 20 results.
| DM_Lazer_Beam |
G2 To: 1d20 + 6 ⇒ (6) + 6 = 12 vs. DC 24 Deus Ex
G7 To: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10 vs. DC 25 Scorching Ray
G4 To: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 vs. DC 29 Joe Punch!
G7 To: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7 vs. DC 25 Burning
G2: 1d20 + 3 ⇒ (7) + 3 = 10 vs. AC 11 Risen Fate [DC 21]
G4&G7: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (20) + 3 = 23 vs. AC 14 Joe [DC 21]
Still need the Fort saves vs. the poison. You remain Immobile until you save.
Cave-In crushes Ghoul #2, Staggering it. Bruised and Staggered
The remaining Ghouls fight to the (re)death!
-Ghoul 2 misses Risen Fate's nose by inches.
-Ghoul 4 and 7 strike while Joe's guard is still down. 7 gets in a particularly vicious bite. Critted by #7, hit by Team Attack. Need DC 28 Toughness save.
Wild Fire, seeing Joe attacked so viciously, focuses her anger on Ghoul 7 roasting it from the inside out! K.O.
Joe attacks more carefully this time landing another solid blow on Ghoul 4. Bruised and Dazed(1 rnd).
You are able to extrapolate a map of the castle based on it's power consumption matrix. Not all sections appear on this massive 3D diorama but anything with power running to or from it does.
**MAP UPDATED**
ROUND 7 START
| Rabbi Joseph Fankenburg |
toughness: 1d20 + 10 ⇒ (10) + 10 = 20
bruise and dazed,
power attacking, not all out attacking
attack: 1d20 + 6 ⇒ (2) + 6 = 8
well, my attacks suck this combat. once again at least not a save.
| Timeline |
Doesn't quite sound like you doing to well from my end!
Timeline after getting the layout on his pip boy decides to test his theory that the teleport trap only springs if he trys to teleport out of the building, also leaving the gold for now.
Timeline teleports to the party inside one of the cells and aims ghoul six and eight
blink 1 at G6: 1d20 + 7 ⇒ (1) + 7 = 8
blink 2 at G8: 1d20 + 7 ⇒ (19) + 7 = 26 dc20 vs dodge
Miss me?Of course you did!
| Risen Fate |
Back in town, and Greece was awesome! I'll tell you about it all on FB as soon as I post all my pictures!
You know, after taking that test in the tower and finding out that these are some sort of super powers, you'd think they might have mentioned how they work. I mean--
Baker quickly points at ghoul-2.
Deus Ex: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Deus Ex Damage Type Chart:: 1d20 ⇒ 17
1 - Side Effect(DM's Choice): Your power has an added Rank 0 effect. Roll again and re-roll any more 1 results.
2 - Radioactive
3 - Void
4 - Infernal
5 - Necrotic
6 - Acid
7 - Electricity
8 - Cold
9 - Fire
10 - Crushing
11 - Piercing
12 - Slashing
13 - Ballistic
14 - Force
15 - Psychic
16 - Celestial
17 - Sonic
18 - Radiant
19 - Quantum
20 - Roll Twice more and re-roll any more 20 results.
--I still don't get how this works, but I won't knock it!
| ~Wild Fire~ |
Gonna shoot ghoul 2 provided it doesn't hit Rob. I thought it might work since I'm up in the air shooting down.
Scorching ray at ghoul 2: 1d20 + 10 ⇒ (19) + 10 = 29
Fort against poison: 1d20 + 3 ⇒ (18) + 3 = 21
| DM_Lazer_Beam |
Timeline Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Ghoul2: 1d20 + 3 ⇒ (16) + 3 = 19 vs AC 11 Risen Fate [DC 21]
Ghoul4: 1d20 + 3 ⇒ (20) + 3 = 23 vs AC 19 Joe[DC 21]
G4 Dodge: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 20 Blink
G2 To: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13 vs DC 25 Scorching Ray
Risen Fate waggles his fingers at the nearest ghoul and the room noticeably drops in temperature. Unfortunately the ghouls appear immmune to cold!
Timeline appears in the nearby cell! With a snap of his fingers, Ghoul 4 disappears.
When Ghouls Attack:
- Ghoul 2 nibbles Risen Fate! Toughness Save DC 21
Wild Fire repeatedly shoots gouts of fire at Ghoul 2 and it crumbles into ash. K.O. She is also feeling movement returning to her limbs.
Joe is about to smash Ghoul 4 into pieces...but Timeline makes it disappear!
With the last of the ghouls neutralized, you have a momentary breather.
| Risen Fate |
Toughness: 1d20 + 11 ⇒ (1) + 11 = 12
And the moment I'm back I roll a 1. Awesome.
Luck point reroll: 1d20 ⇒ 11 + 11 = 22
Gimme a BBE.
| DM_Lazer_Beam |
BBE Target: 1d4 ⇒ 2 Enemy
BBE Ally - Type: 1d2 ⇒ 1
BBE Ally Random Power Type: 1d6 ⇒ 3
BBE Enemy: 1d12 ⇒ 8 Protection
BBE Neutral: 1d4 ⇒ 4
BBE Environment Target: 1d2 ⇒ 1
BBE Environment Intensity: 1d2 ⇒ 1
BBE Environment Type: 1d5 ⇒ 2
BBE Environment Structure Target: 1d4 ⇒ 2
BBE Environment Structure Type: 1d6 ⇒ 2
BBE Rank: 1d6 + 4 ⇒ (6) + 4 = 10
An enemy gains Protection 10...for a round.
BBE registered. Hero Point awarded to Risen Fate.
The dungeon is quiet save for the hiss of cooling lava.
What's next my predicament-prone PC's?
| ~Wild Fire~ |
I float down to the floor and lean against the lava wall with a sigh, enjoying the warmth to the relative coolness of the dungeon. With a decent limp and a lot of stiffness, I walk over to the corner of the lava enclosure and peak around.
How you guys doing?
| Rabbi Joseph Fankenburg |
thanks timline, i don't need to make a save
well that didn't go that well. should keep following petra, and try to keep her safe? she has about a good minute head start on us. can any of you track people. as in are any of you part time detectives?
i put my hand on the brick wall to see if any possible clay in the bricks will come to me.
| Risen Fate |
Baker, breathing heavily, uses the wall to steady himself.
You know, she did take it upon herself to run off on us. Also, I'd bet she somehow missed the ghouls that went straight for us; I never heard any calls for help or anything! And if she had seen the ghouls on her way out, I doubt she would have run through them, especially since she seemed so keen to stick with us from the start.
Baker massages his temples to stave off the beginnings of a headache.
I don't know that we should stay here necessarily, but I for one need a rest. Maybe this is just my need for sleep talking but I don't know how safe I feel in this room seeing as it only has one exit to...we really don't know where.
| DM_Lazer_Beam |
Perception is indeed the tracking skill! Also people with Heat Vision can perhaps track heat signatures with a good enough perception check...
As you rest, you begin to feel better. Joe is unable to find any clay in the stone walls but remembers the clay he brought with him.
1 minute of rest, remove your worst condition. RF, I think Exhaustion is supposed to last longer normally but I am ok with you removing that as your condition this minute if you'd like. A freebie if you like.
| Risen Fate |
Why thank you.
Baker decides he doesn't care about safety at the moment; the cool floor feels so nice... He finds a corner away from the ghoul bodies to sit down for a moment.
| Timeline |
What would you guys do with out me? I fought off six giant gargoyles by sending them to their deaths in the many traps that the good host has made especially for us, and had to come back to bail you out. But on a serious note there are four viscous traps we have to worry about as well as that samurai guy is still around somewhere and off course our lovely host that is running this shindig. Now i can get to the girl if you wish but I think we should deal with the big baddy first now I don't quite have the full schematic of the building but i have a layout showing anything running off power....
Timeline pauses in his long winded catch everyone up and brag session and looks at each one of you.
But maybe we should take a minute you all took a little bit of a beating in that last fight.
Dont know if a treatment check will help at all but i will roll anyways you tell me if it wont help.thought it might help get us back up and moving faster.
Timeline walks up to each of you. Here let me take a look at your wounds
treatment for fate: 1d20 + 10 ⇒ (10) + 10 = 20
treatment for wildfire: 1d20 + 10 ⇒ (16) + 10 = 26
treatment for joe: 1d20 + 10 ⇒ (5) + 10 = 15
| Rabbi Joseph Fankenburg |
timeline, i don't think yours will work for me. I use up 2 clay to remove dazed condition and bruised. this, along with two other uses of healing, i have used 4 clay this day, and i bring 5 with me, so i have one use left.
| DM_Lazer_Beam |
The Doctor of Time and Space is in!
As Timeline begins to inspect each of you he is able to bandage you up a bit better. Risen Fate and Wild Fire each heal another condition/Bruise from the treatment (although he does need to use 2 uses of Joe's medical supplies).
Joe passes on the treatment check as Timeline vainly attempts to discern the anatomy of his half ton friend.
As the antibiotics kick in, Wild Fire slumps against the stone wall and drifts away into unconsciousness...
| ~Wild Fire~ |
Just don't draw on my face...I know how this sleep over stuff works when you're first...
The rest of the sentence is cut off from my quick flight into sleep.
| DM_Lazer_Beam |
As Risen fate bends over Wild Fire in worry, she reaches out and grasps Fate's hand in one of hers and her breathing calms a little.
As per Hollywood, a concerned love interest friend standing over you almost always increases your chances of survival. Still need that Treatment check from Timeline.
| Timeline |
Hold on.
Timeline looks her over again.
treatment: 1d20 + 10 ⇒ (3) + 10 = 13
I dont know whats wrong...that worked on Scrubs.
Timeline continues to try to do everything he can think of.