The Spire of Rappan Athuk (Inactive)

Game Master Diamondust


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Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Do it," Grey nodded solumnly.

Go ahead and scout it out. Be careful.


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 20 T: 11 FF: 19 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 5/5, M: 1/1 | DM: 4/4 ]

Victor gestures towards the piles of bones in an uninterested manner. "Yes, do what you must," he intones in a bored voice, as though it isn't his problem as well.


Major Artifact

The page for green slime doesn't give perception or senses information so I'm going to have it have blindsense effectively so stealth won't work.

The slime reacts to the movements of the bones and drops from the ceiling, covering most of the floor, making passage difficult.

Map

If you can jump 30 feet you could jump across it(or teleport/levitate if you had the spell/ability). I will also allow acrobatics DC 15 to avoid stepping in it. Those who made the dungeoneering check know it is destroyed by fire, cold or sunlight or a remove disease spell(if it gets on you).


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Kaillum looks at her handywork and blinks a couple times. "The slime is somewhat more extensive than I had expected. Unfortunately I'm not powerful enough to lift all of you across the room yet, so I'm going to leave it to you to clear a path while I examine the smaller tunnel to see if it is worth our time to have you squeeze through. The slime is best cleared by fire, cold or sunlight and shouldn't be particularly durable."

With that, the Grippli looks to Regulus IV for permission before touching him briefly while closing her eyes, but with no obvious effect. She then lifts into the air and floats across the room to the passage where she sets down, takes a close look at her surroundings and then begins to slowly move down the passage, quickly blending in with the shadows.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Stealth: 1d20 + 17 ⇒ (8) + 17 = 25

Setting my second teleport beacon on Regulus IV and then using telekinesis to lift myself over the room to avoid the slime. I'll move at most 200 feet down the passage for now.

I assume that alchemists bombs would be a quick way to clear out patches of the slime and make a good path, but use whatever method you want (or maybe everyone just makes acrobatics checks.) It's con damage if we get hit by it, so we really don't want to if we can help it. If we were level 4 I think I'd be able to lift everyone over one at a time, but for now I can only handle small objects or creatures at most.


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

k. dung: 1d20 + 7 ⇒ (10) + 7 = 17

GM - With his knowledge from the underdark, and the above k. dung roll, would Yutin know if a simple torch fire (1 fire damage to a 5' section per round) would be enough to destroy the green slime and make a path?


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Once again this challenge was not well suited to Grey's strengths. While the others addressed sources of fire or cold, Grey began looking for alternate routes.


Major Artifact

Grey knows there were two other passages behind them at the junction.

Kaillum floats over the green slime and towards the small tunnel. Squeezing down she finds only dirt and sludge until the tunnel eventually opens up again wide enough to stand. She finds the same junction that they first started at.

Yutin knows that any fire would burn and destroy the slime. Though not as quick as an alchemist's bomb, a torch would work to clear a 5 foot path within a minute or two.

I know not everyone can do something in every room. If you have an ability to bypass a hazard, let's use it to create a path so we can keep moving forward.

Yutin clears a path with a torch leaving some of the slime around the edges of the room for possible collection later. With the room clear everyone can move through the room and past the door to the hall. The hall is about 40 feet long and ends with another door. The door is not locked and opens into another room.

Broken candelabras and a worm-ridden red carpet have been left long ago by the undertaker in this viewing room. There is a wooden casket in the center of the room that has had its once decorative silver trim rudely pried off. There is nothing else of interest in this room. The casket is closed.

Map


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Fascinated, Regulus begins inspecting the area.

Detect magic.


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 20 T: 11 FF: 19 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 5/5, M: 1/1 | DM: 4/4 ]

Victor ignores of the rest of the room to glare at the casket warily. "I don't know about where you are from, but a single damaged casket in the middle of an empty room is rarely ever a good thing," he quips, but the way he holds himself shows he's expecting a fight.


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

"Indeed. One wonders if this casket is still occupied the way the previous one was. Kaillum?"


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey moved back down the passage in the direction Kaillum had gone. Slowly headed north-west while the others deal with the slime

Stealth: 1d20 - 1 ⇒ (13) - 1 = 12


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Perception to spot Grey: 1d20 + 10 ⇒ (8) + 10 = 18

Kaillum, after exploring the nooks and crannies of the passage some emerges almost where she started. She blinks as she sees Grey walking towards her and the shrugs. "I've found a loop that doesn't seem to hold anything of interest yet. Our best bet is probably to rejoin the others and see what was through the door. Perhaps we'll find something for you to kill, or at least put down, soon, eh?"

With that she moves to join the others in the room with the casket. Hearing Yutin's unspoken request she nods, but before she approaches she concentrates, and all can see the dust atop the lid shift.

Using Telekinesis to push on the lid of the casket just a bit to see if anything happens before I touch it. If there's no reaction I'll move to it and use Door Sight to look inside.

Also, sorry about that absence. It was a busy week last week, and this next one will be as well. I'll do my best to get in daily posts, but I can't make any promises.


Major Artifact

Cautious of the unadorned, plain casket, Kaillum moves towards it and pushes the lid, disturbing the dust. As she moves towards it and places hands on top, the lid flies up and a human form sits up from inside it. "Who disturbs my rest?" Seeing Kaillum so close it reaches down and grapples her. "Have my minions lured you here with promise of riches? You know you should never trust a rat. Oh I am so hungry."

Kaillum is grappled by the man as he surprised you. PC's turn to act now. Combat hasn't started but Kaillum being grappled by a "hungry creature who sleeps in a coffin" is clearly a threat. If you start combat make post describing what you do and I will roll initiative and put it all in order.

grapple Kaillum: 1d20 + 13 ⇒ (3) + 13 = 16
If you have an ability to escape, or avoid being grappled let me know.

Map


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Hungry Creature That Sleeps in a Coffin sounds pretty undead to me, so I'm going to be starting off combat now.

Grey stepped in and brought his scythe down onto the creature grabbing Callum.

Should I make the rolls now, or wait for initiative?


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 20 T: 11 FF: 19 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 5/5, M: 1/1 | DM: 4/4 ]

"What did I say?! What did I just say?!" Victor bellyaches as he moves to assist Kaillum, pulling a strange vial from his belt pouch and emptying its contents into his mouth.

Victor imbibes his Mutagen (standard action).

Current Status:
[ HP: 28/28 | AC: 20 Touch: 11 Flat-Footed: 19 | Fort: +5 Ref: +4 Will: +5 | Init: +1 Per: +7 | 1st: 3/3 | Bombs: 4/4, Mutagen: 0/1 | Dark Mark: 4/4 ]

Alchemist Extracts:
. . 1st (3/day) long arm [1/1], shield [1/1]
Warder Maneuvers and Stances:
. . [maneuvers] brawler’s attitude BB [1/1], stutter strike CR [1/1], DC15 Will [1/1], terrifying blow EG, DC15 Will [1/1]
. . [stances] pugilist's stance, vigilant keeper's stance [1]

Current Status: Mutagen (20/20 minutes), Comprehend Languages (??/20 minutes)


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 22 T: 11 FF: 21 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 4/4, M: 0/1 | DM: 4/4 ]

Groaning and growling in exertion, Victor swells in size as the tumorous growths on his arms seem to expand and envelop even more of his body. The tiefling's eyes glow red beneath his helmet. "Now, let's handle this," he deadpans, his voice now more beast than human. He flexes his hands, the wicked claws on each glinting slightly in the ambient light.


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Concerned for his ally, Regulus steps forward while casting a spell and drawimg a vial, which he throws. Great appears under the hostile creature in his coffin while the vial explodes!

Ranged touch attack bomb: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Dam: 1d6 + 5 ⇒ (3) + 5 = 8

Spell combat to cast spell while attacking. DC 16 reflex for he guy or fall prone. 6 splash damage from bomb DC 15 reflex halves.


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

I concur...sounds undead. Would a knowledge Religion tell us what kind? I also have arcane, dungeoneering, nature, and planes if any of those help instead. The modifier for each is the same, +7.

Knowledge 'Fill in the Blank': 1d20 + 7 ⇒ (19) + 7 = 26

Nice...I am going to assume I can get a basic idea of what this guy is based on that...so I will hold off on actions until I get the results of that roll.


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Hmm, it seems to be able to sense what's pushing on the lid of this casket beyond just pressure. That's a problem.

As the figure sits up and grabs her, Kaillum grows still and attempts to teleport out of its grasp.

Concentration Check vs 11 + CMB: 1d20 + 6 ⇒ (12) + 6 = 18

Taking a full round action (to avoid taking a +10 DC penalty) to attempt to teleport out of the grapple to the entrance to the room. I don't have any other powers that will be of particular use for getting out of a grapple.


Major Artifact

Yes I should have put a knowledge spoiler for you to roll for.

Yutin/Knowledge (religion) DC 15:

Before you stands a vampire, looking slightly weakened from extended rest with nothing substantial to feed on but no less capable. The common vampire can dominate minds, drains the blood of it's helpless victims and is difficult to kill. However they have several weaknesses, they recoil from garlic, mirrors or holy symbols and are destroyed by sunlight.
This creature is a human (of some class level) turned vampire.

Roll your first attack Grey, and then whatever you do in round 2.

Kaillum struggles but is able to teleport herself 15 feet away to the open door. Grey moves forward to strike, distracting the creature from his grappled prey. Regulus' bomb is off target and only damages it with the splash as it is able to stay on its feet in the grease-covered coffin.

Round 2
Initiative: Creature - PCs

"I am Vince the Vampire, you are my prey!" He is annoyed that Kaillum slipped from his grasp and takes a moment to howl at the ceiling. 8 wolves coalesce from the shadows and surround you(acting next round).

Map


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

"Vampire! As much as you were all eager to find something to test your mettle, I fear this test is beyond our capability at this time. Does anyone have a mirror or a holy symbol to hold him at bay?"

Knowing that a vampire of any scale requires special materials to hold off or kill, Yutin holds his glaive defensively forward and slowly backs out of the room.

"I am loathe to recommend it, but retreat may be the best option."


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Regulus draws forth a small steel mirror and holds it boldly in front of the vampire. "I will do what I can to hold it back. Please obtain a suitable means of egress."

Standard action to present mirror. 5 ft step up to the vampire.


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 22 T: 11 FF: 21 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 4/4, M: 0/1 | DM: 4/4 ]

Victor growls, but retains enough of his rational thought to understand that they are absolutely correct and that beating a hasty retreat is the path that is least likely to end in horrific dismemberment. He, too, carefully begins to back out of the room.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

So it is prone, currently Grappling Kaillum, and Flat Footed to me (since I'm acting before it in initiative)? Is that correct?


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Activating Berserk. AC currently 19. Gain 4 temp HP

Swift action casting Divine Favor with 1 point of Fervor

Grey reached out and gently touched the vampire.

Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Hmm. Hopefully with all it's various penalties right now that will hit.

If it hits, the Vampire is Staggered for 4 rounds (no save, Gentle Rest blessing power

Then a burst of energy washed out from the masked warrior.

Quick Channel as Move action, Turn Undead. Vamp maks a DC 16 Will save.


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Kaillum, having escaped the grasp of the figure in the casket now takes the time to carefully examine her foe before following the lead of her companions and ducking out of the room, being careful to avoid the patches of slime.

Swift action to scout the enemy for weaknesses, then a move action to leave the room and attempt to hide followed by a free action to speak from the shadows.

Perception to Scout: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12

Stealth to hide: 1d20 + 17 ⇒ (17) + 17 = 34

Once she is in the shadows of the previous room, the grippli's low voice reaches her companions' ears.

"I can remove myself to our base of operations at any time, but I don't have the ability to take any others with me. What is our plan should we be pursued? The foe looked weak with hunger and Grey seemed to have little hesitation engaging. Are we sure that fleeing will give every one the best chance of surviving?"


Major Artifact

Yes, I did hint that it wasn't as strong as a regular vampire in the knowledge check spoiler that Yutin made.

As you retreat, a displayed mirror from Regulus makes it recoil and Grey staggers it with a touch. "You can't hold me back forever" Vince screams at you. He shakes off the feeling to flee from the channeled energy. "Run while you can."

vampire weaknesses:

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Round 2
Initiative Creature - PCs
Map
As long as the mirror is there he can't do much until he makes the DC25 will save.


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Regulus holds forth the mirror. "I could perhaps help with this enemy were someone else to hold this object."

Those who have useful ways to fight a vampire should go for it. If someone doesn't, they can take my mirror and I'll use bombs and spells. The mirror takes a standard action to keep presenting.


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 22 T: 11 FF: 21 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 4/4, M: 0/1 | DM: 4/4 ]

Knowledge (religion) to identify the creature: 1d20 + 8 ⇒ (7) + 8 = 15

Seeing the others have decided to stand their ground, Victor growls bestially and moves in to join the fight. He strikes out with his mutated left arm in a brutal swipe.

Victor takes a 5' step towards the vampire and attacks it (standard action).

Fiend's Grip (Alchemically Silvered Gauntlet) attack (Power Attack): 1d20 + 7 ⇒ (19) + 7 = 26
Fiend's Grip (Alchemically Silvered Gauntlet) damage (Power Attack): 1d8 + 8 ⇒ (7) + 8 = 15
Fiend's Grip (Alchemically Silvered Gauntlet) grapple attempt (Power Attack): 1d20 + 11 ⇒ (6) + 11 = 17

Current Status:
[ HP: 28/28 | AC: 20 Touch: 11 Flat-Footed: 19 | Fort: +5 Ref: +4 Will: +5 | Init: +1 Per: +7 | 1st: 3/3 | Bombs: 4/4, Mutagen: 0/1 | Dark Mark: 4/4 ]

Alchemist Extracts:
. . 1st (3/day) long arm [1/1], shield [1/1]
Warder Maneuvers and Stances:
. . [maneuvers] brawler’s attitude BB [1/1], stutter strike CR [1/1], DC15 Will [1/1], terrifying blow EG, DC15 Will [1/1]
. . [stances] pugilist's stance, vigilant keeper's stance [1]

Current Status: Mutagen (19.8/20 minutes), Comprehend Languages (??/20 minutes)


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

Move Action: Assess the Vampire - the vorpal knight can focus on a single target and determine its HD and class levels. This functions as the assess spell, with a caster level equal to the vorpal knight’s.
Swift Action: IF the vampire has total HD of 5 or less then I will mark him with the Mark soul ability. My AC against the vampire goes up to 21, I get +4 to hit and damage on him, and all of my attacks bypass any damage reduction the vampire has. If he has more that 5 HD then Yutin is bailing.
Standard Action: If 5 HD or less, Move to be 10' north and 5' east of the vampire's current position, where I could 5' step diagonally SW to be directly North of him. If more than 5 HD, continue to retreat at full speed, instructing others to do the same.

5 HD or less:
"This seems really unwise, but if you guys are set on doing it, let's get it done quickly. Kaillum, can you take over the mirror from Regulus?"

More than 5 HD:
"My senses tell me he is far to strong for us right now. I urge you to retreat!"


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Ah c'mon we could handle 6 or 7 HD... Probably...


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

The 5 HD limit is the limitation that my Mark Soul Ability can hit. That is why I put the decision point there.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

GM, if we attack the vampire, can it fight back?


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Kaillum blinks and nods, hurrying over to Regulus IV, ready to take over mirror duties. "I will attempt to hold it at bay while the rest of you finish him as quickly as you can."

Move action to move adjacent to both Regulus IV and the vampire, ready a standard action to threaten it with a mirror after being handed a mirror. Or however the action economy makes sense for threatening it with a mirror once I get it.


Major Artifact

He can defend himself, he isn't helpless. He has to stay 5 feet from the mirror and can't attack the mirror holder, but can attack others if he is at least 5 feet from the mirror.

My bad guys, thought I had updated this game.

Victor advances forward and slams a gauntlet into Vince.

Kaillum hurries to stand next to Regulus.

Yutin He is a level 5 Monk.

Grey must have his turn.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Another burst of energy washed out of the black-clad warrior. He kept just out of the vampire's reach. keeping next to the mirror, 10 feet away from the vamp.

Rebuke Spirits (channel positive to harm undead): 1d6 ⇒ 2 DC 15 Will save for half.


Major Artifact

"Is that all you've got," he says as he retreats away from the mirror. Grey's channel hurt him minorly but some his wounds heal over quickly. He moves back, defending himself but is unable to overcome his revulsion of the mirror.

Round 3
PCs' turn
Map


| HP(t) 22/22 :: HP 24/24 | AC: 17 T: 13 FF: 15 CMD: 19 | F: 4 R: 4 W: 5 | Init: 3 Percep: 8 | Senses: LL Vis & DVis 60'
Daily Abilities & Counters:
Soul Reservoir 1/2 | Consumption Points 1/2 | MonSum 0/7 | DncLgt 0/2 | DeepDrk 0/2 | FaerFire 0/2 |FeathFal 0/2 | Lev 0/2
Synthesist/Vorpal Knight 2

Yutin moves South-East (5' step) to be directly North-East of the vampire, providing an opportunity for another party member to move South-West of the enemy and be in a flanking position.

"I think you will find our bite is far worse than you can imagine!"

The statement becomes more gutteral towards the end; the minotaur head elongates into a wolve's snout and reaches out, attempting to latch on to the vampire's arm.

Dire wolf bite w/ marked soul bonus: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25

Damage on Hit w/ marked soul bonus, overcomes all DR: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Free Trip Attempt on Hit: 1d20 + 6 ⇒ (1) + 6 = 7 Not clear if the charisma bonus to hit from marked soul ability adds to this as well. If it does this gets another +4 bonus. - Edited to add: With that roll it doesn't matter, but would be good to know to the future.


Male Fiendish Enforcer 2 [ HP: 28/28 | AC: 22 T: 11 FF: 21 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 4/4, M: 0/1 | DM: 4/4 ]

Grinning wolfishly as his attack strikes home, Victor continues his assault, his fists sparking with cursed energy.

Victor initiates a Stutter Strike maneuver versus the Vampire (standard action).

Fiend's Grip (Alchemically Silvered Gauntlet) attack (Power Attack): 1d20 + 7 ⇒ (13) + 7 = 20
Fiend's Grip (Alchemically Silvered Gauntlet) damage (Power Attack): 1d8 + 8 ⇒ (8) + 8 = 16

If hit, the Vampire must make a DC15 Will save or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells with a verbal component for 2 rounds.

Current Status:
[ HP: 28/28 | AC: 20 Touch: 11 Flat-Footed: 19 | Fort: +5 Ref: +4 Will: +5 | Init: +1 Per: +7 | 1st: 3/3 | Bombs: 4/4, Mutagen: 0/1 | Dark Mark: 4/4 ]

Alchemist Extracts:
. . 1st (3/day) long arm [1/1], shield [1/1]
Warder Maneuvers and Stances:
. . [maneuvers] brawler’s attitude BB [1/1], stutter strike CR [0/1], DC15 Will [1/1], terrifying blow EG, DC15 Will [1/1]
. . [stances] pugilist's stance, vigilant keeper's stance [1]

Current Status: Mutagen (19.7/20 minutes), Comprehend Languages (??/20 minutes)


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Another wave of energy washed forth from Grey.

Channel: 1d6 ⇒ 4


Conscript 2 /Incanter (Warlock) 2 | AC 18, T 15, FF 14 | HP 24/24 | Fort +5, Ref +7, Will +7 | Init +5 (+7 in surprise round) | Perception +10 | Spell Pool 6/6 | Door Sight: 6/7 | Move: 50, 20 climb, 20 fly, 30 swim | Darkvision 60'

Kaillum retrieves the mirror from Regulus IV and steps forward, brandishing it at the vampire while her companions continue their assault.

Move action to take the mirror, five foot step to the east to get within 5 feet unless someone's there, in which case it'll be to the southeast,) standard action to hold the vampire at bay with the mirror.


Android | Wizard (exploiter) 2| Magus (Eldritch archer) 1/ Alchemist (Mindchemist) 1 | HP 20/20 | AC 15 | F 4 R 7 W 4 | Perception +8 | Init: +11

Regulus clicks in acknowledgment of Kaillum's assistance and quickly reaches for a combination of ingredients. "Suitable accelerant..." He launches the improvised explosive at the undead creature while evoking a spell to protect himself.

Bomb: 1d20 + 7 ⇒ (2) + 7 = 9
Dam: 1d6 + 5 ⇒ (5) + 5 = 10

Assuming that misses touch AC, 6 splash damage in 5 ft radius with DC 15 reflex for half.

Mage armor brings AC up to 19.

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