GMBP's In Pale Mountain's Shadow (Inactive)

Game Master Fighting Chicken

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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum considers carefully. Abadar was not renowned as a merciful god - if this were a criminal enterprise, he was duty bound to end it. On the other hand, Abadar did allow making peace - peace being better than war was, after all, one of his major 'friendly' arguments with Gorum.
"Peace!" he says confidently, striding forward with outstretched hand.


The gnoll chokes as Vanedar grips his neck, hunching and avoiding Vanedar's eye contact, plainly submissive. "Yes, yes we go. Of course, but-"

Cut off by Kith's declaration, the gnoll's eyes widen. You can practically hear the disbelief. Dandy and puppies kill flying beast? No, must have been warrior. Looking up to Vanedar, the gnoll continues his groveling.

"Slayer of Flying Terrors, we run from it, hide here. Rune on door kill Tarket, we put body over cliffside, hide. Go down hallway..."

An involuntary shudder spasms across the gnoll's body, shaking Vanedar's hand...

OOC:
The PDF is on my computer at home, but I don't have internet there yet. Hope to have it tonight, and I can tell you what else the gnoll knows about the tomb.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar releases the gnoll, shoving him back slightly. "Speak! What else do you know about this place?"


The gnoll coughs, rubbing his throat. "Up passage to left, big cave. Filled with rocks and water. Rocks and water come to life, rock dog and water fish. Kill Snarls and Peck. We run."

"Other side, to right, stairs go up to room like a volcano, hot with lava. Fire horse and air bird attack us there. Nefter died. We run."

"Middle passage, we no go down. Too many dead to risk anything else."

The gnoll looks to Vanedar, a glimmer of hope crossing its canine face. "All I know. You make safe, we trade bad story in good faith. Go now?"


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Kith shrugs. Might as well. Less bother that way.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar just growls, nodding quickly, His knuckles whiten on his axe as the gnolls pass through.

"Let's get going. Right-hand rule."


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

The beasts described what sound like elementals. I believe we are looking for something that would be found deep would it not?

OOC:
Actually I don't quite remember what we were hired to do!


OOC:
So you're heading to the right always? That's what "right hand rule" means?

Regarding your purpose, the important text:

Lady Vord wrote:
“The object I require is a large gemstone with a series of shifting hieroglyphs glowing within it. If you can read the hieroglyphs, you will note they represent a number that appears to be counting down. Keleri’s text refers to this gemstone as a ‘countdown clock,’ but other than the rumors of it being hidden in Tular Seft’s tomb, we know little about its specific location within."


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Right, on our way, Zeva says picking herself up off the floor. I dont like elementals. Hard to kill and they dont much like talking. Not to me anyway.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum steps aside to let the gnolls past. "Onwards it is!"


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

OOC:
Yes, 'right-hand rule' is a way to work your way systematically through a maze. In this case a tomb. In theory, if you follow the RHR method, you will never be lost in a maze.

Are we going with a specific order? Maybe Zeva first for trap spotting? I will follow closely.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

OOC:
Kith calls squishy middle. We're at full strength aren't we? I think the cliffside fight was yesterday.


Day 6, mid-morning

OOC:
Yes full strength. And thanks for the right-hand clarification. So, marching order is Z, V, Ki,Ka. I'm assuming your lighting a torch.

The surviving gnolls, now merely a remnant of their previous tribe, make their way from the tomb, and you venture further in. Shortly after the hidden entrance, the tunnel bends sharply northeast, and you pass a stairway made of rough-hewn stairs leading down into the darkness. The sounds of water running can be heard beyond where your eyes can see.

Staying to the main pathway, you encounter a fork in the passage, and cut to the right, this time finding another stairway, this one leading upwards, cutting again to your right, and made of red and white tiles.

The stairs emerge onto a small landing before an almost spherical room. This chamber appears to be a tribute to air and fire, with a high, domed ceiling and bowl-shaped floor. Small lava flows trickle from the walls to collect in a pool below, from which a column of smoke pours up to roil against the ceiling above.


Round One

GM Screen:

The temperature rises drastically as you approach the room, becoming uncomfortably hot. As you step into the room, the very stuff of the room coalesces into creatures. Among a lava stream, 20 feet in front of Zeva, a burning horse with spines along its back rises. Flying, to your southeast, a misty vulture forms...

Combat Tracking:
The Bold may act:

Zeva
Air Elemental
Kith
Kalum
Fire Elemental
Vanedar

Mechanics:
Kalum Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Kith Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Vanedar Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Zeva Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Air elemental: 1d20 + 11 ⇒ (11) + 11 = 22
Fire elemental: 1d20 + 4 ⇒ (11) + 4 = 15

OOC:
The domed ceiling is 25 feet above the ledge at the room’s entrance. With a similar shape, the floor is fairly smooth and hard to traverse, requiring a successful DC 18 Athletics check to reach the ledge from below (if I'm reading this right, you're currently on the ledge above the floor and lava, let's say a 10' drop. The lava slowly flows down via a few narrow streams, exiting through a 10-foot wide hole in the center of the floor. Touching the lava is obviously a bad idea.

On the map, the red oval is the fire elemental, the white circle is the air elemental.

Zeva is up!


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Kith racks his brains to think of whatever he would know about elementals.

Mechancis:

Knowledge Arcana or Academia: 1d20 + 6 ⇒ (14) + 6 = 20


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Damnation!" Kalum sighs "Another flying creature. I'll focus on that, I suppose."


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

I knew it, blood and guts, I hate fire! Zeva says pointing in their direction as she draws an arrow and her bow. After letting an arrow fly, Zeva hustles out of the way of the others so they aren't bound up in the doorway.

mechanics:

1d20 + 8 ⇒ (16) + 8 = 241d6 + 4 ⇒ (6) + 4 = 10
Not sure if Zeva gets any sneaky damage against elementals. :sad face: Not sure if there is really anyplace to stand not on a ledge, so if there isn't Zeva will withdraw from the room into the hallway.


Zeva:
You can go down onto the "floor" of the room as well. It is a 10' drop. I'd recommend not going into the lava.

OOC:
Running a bit short on time today. I'll get an update in tonight or tomorrow.


Round One

GM Screen:
Fire elemental: 10

Zeva's arrow punches into the fire elemental and instantly turns to ash, but not before the goblin has retreated into the hall. The Air Elemental surges forward, and as it closes, the air around you whips into a frenzy; blowing your hair and clothes about. The elemental stops just beyond the edge of the ledge, 10 feet above you. A strong gust of wind punches into Vanedar, busting the barbarian's lip and rattling the Gorumite's brain.

Combat Tracking:
The Bold may act:
Zeva
Air Elemental
Kith
Kalum

Fire Elemental
Vanedar 5

Mechanics:
Zeva's target, 1 is air elemental: 1d2 ⇒ 2
gust at Vanedar: 1d20 + 10 ⇒ (17) + 10 = 27
bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5

OOC:
Vanedar takes 5 damage. The air elemental (white circle) is just beyond the ledge and hovering 10 feet above it (you can reach it with a weapon). Kith and Kalum are up!


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum pushes through his friends, coming to the very edge of the ledge to glower down at their enemies.
With a grunted word he calls up the Wrath of Abadar's, and flings it at the fire elemental.

mechanics:

1 action: Left, left, left-up
2 actions: Directed greater channel damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20 fort half DC 18


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

ooc:
any word on knowledge check?


Kith:
Elementals have many immunities. No doubt, these are rather the usual type of elemental, and thus are immune to asleep, critical hits, paralysis, poison, precision, and stun. Air elementals also have the ability to disburse, dissipating upon taking any damage. Don't be fooled - they're coming back!


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Kith, as a starting move hurls a chunk of fallen masonry at the fire elemntal

Mechanics:

Telekinetic Projectile: 1d20 + 6 ⇒ (11) + 6 = 17
Damage bludgeon: 1d10 ⇒ 10


Round One

GM Screen:
Fire elemental 20

The fiery horse ducks under Kith's flying rubble, charging forward and leaping onto the ledge effortlessly. The elemental vibrates as Abadar's wrath runs through it, and then a tendril of fire shoots from the elemental, lancing into Kalum, and lighting the priest's clothes on fire...

Combat Tracking:
The Bold may act:
Zeva
Air Elemental
Kith
Kalum 17 + 8 persistent fire damage
Fire Elemental
Vanedar 5

Mechanics:
fire fort save: 1d20 + 9 ⇒ (19) + 9 = 28
fire tendril: 1d20 + 13 ⇒ (9) + 13 = 22
fire damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
persistent fire damage: 2d4 ⇒ (4, 4) = 8

OOC:
Kalum, 17 fire damage and 8 persistent fire damage to boot! Vanedar and Zeva are up!


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar hefts his axe and screams "Gorum!" His voice echoes through the cavern, even over the sounds of battle.

He chops down on the fiery horse twice, frosty breath mixing the flames of the elemental.

Actions: Rage (draconic rage silver), attack 1, attack 2.
att1: 1d20 + 10 ⇒ (5) + 10 = 15 cold dmg: 2d12 + 8 ⇒ (7, 8) + 8 = 23
att1: 1d20 + 5 ⇒ (11) + 5 = 16 cold dmg: 2d12 + 8 ⇒ (3, 2) + 8 = 13

Status: Raging (1/3) HP 77/82, 2d12+8 damage (cold).


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Stepping a little closer Zeva switches out weapons to the close quarters variety and prepares to re-enter the fray.

mehcanics:

Spending all actions on switching out and shifting.


Round 2

GM Screen:
Fire elemental 20

Combat Tracking:

The Bold may act:
Zeva 7
Air Elemental
Kith
Kalum
17 + 8 persistent fire damage
Fire Elemental
Vanedar 5

The air eagle slips backwards as easily as it moves forwards, a gust of wind buffeting Zeva, blackening the goblin's eye, as the eagle hovers just out of reach...

Mechanics:
actions: fly, move, gust
air elemental gust: 1d20 + 10 ⇒ (16) + 10 = 26[
bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7

OOC:
Cold damage is where it is at. Too bad Vanedar missed both strikes. Zeva takes 7 damage. Kith and Kalum are up!


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Mechanics:

Two acts to cast
Phantom Pain

Pain wracks the target, dealing 1d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.
Critical Success The target is unaffected.
Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.
Critical Failure Per failure, but the target is sick 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1.

Mental Damage: 3d4 ⇒ (3, 2, 3) = 8
Persistent mental damage: 1d4 + 1 ⇒ (3) + 1 = 4

Kith reaches out to the seemingly more dangerous fire with his occult powers and forces it to feel pain.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:

17 damage from last turn
8 persisted damage
1 action: Try to put out fire
2 actions: Directed greater channel damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15 fort half DC 18
put out fire? DC 15: 1d20 ⇒ 6
Kalum will take damage next turn: @GMBP, I think you need to reroll this each turn by the rules

Kalum whimpered, calling upon Abadar to save him from incineration - and when that didn't work he called upon Abadar for vengeance upon the Elemental!


Round Two

GM Screen:
Fire elemental 42

Smoke rises from the fire horse as Kith and Kalum's magics wrack it. Three quick tendrils of fire shoot from the creature, striking at Zeva and Vanedar. Only the first lands, lighting Vanedar's prodigious beard on fire...

Combat Tracking:
The Bold may act:
Zeva 7
Air Elemental
Kith
Kalum 31 + 2d4 persistent fire damage
Fire Elemental
Vanedar 17 + 2d4 persistent fire damage

Mechanics:
fire will save: 1d20 + 8 ⇒ (12) + 8 = 20
fire fort save: 1d20 + 9 ⇒ (6) + 9 = 15

fire tendril Vanedar: 1d20 + 13 ⇒ (15) + 13 = 28
fire tendril Zeva: 1d20 + 8 ⇒ (7) + 8 = 15
fire tendril Vanedar: 1d20 + 3 ⇒ (13) + 3 = 16

fire damage Vanedar: 2d6 + 6 ⇒ (1, 1) + 6 = 8 plus persistent fire damage: 2d4 ⇒ (3, 1) = 4

persistent fire damage, Kalum: 2d4 ⇒ (4, 2) = 6

OOC:
Kalum, 6 persistent fire damage. Vanedar, 8 damage plus 4 persistent fire damage. Vanedar and Zeva are up!


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Realizing how far she stepped in Zeva commits to fighting the burning mass of living fire, hissing and growling the whole time as she summons the courage to stand the heat.

mechanics:

Attack1: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 4 ⇒ (5) + 4 = 9
Attack2: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (3) + 4 = 7
Attack3: 1d20 + 1 ⇒ (19) + 1 = 201d6 + 4 ⇒ (4) + 4 = 8

Assuming I can't backstabe elementals so 1d6+2 not included in results above


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:

1 action: dc 15 persistent: 1d20 ⇒ 14
2 actions to cast Heal 2, on himself. heal: 2d8 + 4 ⇒ (1, 7) + 4 = 12
net +6 hp

Kalum's voice starts to go hoarse as he desperately prays around the pain - this time for Abadar's healing blessing. Burned flesh reknits - but the fire still burns.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

On Fire!: 1d20 ⇒ 2

Vanedar ignores the flames. They are the least of his worries right now.

Att1: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 2d12 + 7 ⇒ (11, 6) + 7 = 24
Att2: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!: 4d12 + 11 ⇒ (11, 2, 12, 4) + 11 = 40
Att3: 1d20 ⇒ 7

+7 and +11 are Cold damage
HP 71/76; Rage 1/3

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