[Outpost II] Mysteries Under Moonlight (Standard Alpha) (Inactive)

Game Master chadius

Slides

Blessing of Ashava:
Ashava’s blessing has granted a temporary form of lycanthropy that is fully under your control. This has no influence on your character’s alignment, personality, or motivations unless you would like to make this a transformative experience for your character. The blessing has the following effects.

You can change shape. You have three forms—your typical form, a wolf form, and a hybrid form. You can shift to any of your three forms as a move action. If this PC has earned the Celestial Lycanthropy boon from #10–05: Mysteries Under Moonlight, Part 1, you gain that boon’s benefits for free for this entire scenario.

HYBRID FORM
If you shift to your hybrid form, you gain the following benefits.
Senses: Your senses sharpen, granting you darkvision (60 feet), low-light vision, and scent.
Defenses: You gain DR 5/silver and a +2 bonus to natural armor.
Attacks: You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 if you are Small. If the bite attack hits, you can attempt a combat maneuver check to trip your target as a free action.
Pack Leader: You can communicate and empathize with wolves. You can use Diplomacy to alter a wolf’s attitude, and you gain a +4 racial bonus on the check when doing so.

WOLF FORM
If you shift to your wolf form, you gain all of the benefits listed for the hybrid form as well as the following two effects.
Speed: Your base speed increases to 50 feet.
Wolf Shape: All of the gear that you are carrying or wearing melds into your body until you switch to another form. All items that give constant bonuses still give their bonuses, except armor, which does not function. Unless you have other feats or class features that would allow you to do so, you cannot speak, cast spells, or manipulate objects that would require the use of hands.


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1-23 (Thread|Slides)

When your character is not in immediate danger or distracted, you may choose to take 10. So go for it, Dylph.

Havaroc Tharvius gives a dirty look when Fran speaks to him. "Really, now with the sweet talk? Fine." He sighs. "So like I said, I met a bunch of shady types nearby Ordellia's Townhouse. They yelled at me in this heavy accented Common. Then they said they were looking for a person named 'Looney Vire'. I didn't want to know any more detail. I was tired and I just wanted to go home. Speaking of which, that's all I know about this. Can I go now?"

Linguistics DC 15:
"Looney Vire?" Havaroc probably misheard the name.

Havaroc has explained everything he knows.
Maybe a different witness, or you can move on from the interrogation.

Candledark:
You scan Havaroc's mind...
Will Save: 1d20 + 0 ⇒ (9) + 0 = 9
He has explained everything he knows about this. Now he just wants to get home.

As for the others...

Inspector Theodorus Will Save: 1d20 + 7 ⇒ (4) + 7 = 11
Inspector Theodorus hopes your interrogation goes poorly. He doesn't want you stealing HIS investigation and embarrassing him in front of the Magnimar Council.

Eylvian Ameluri Will Save: 1d20 + 0 ⇒ (9) + 0 = 9
Vonysa Ameluri Will Save: 1d20 + 0 ⇒ (7) + 0 = 7
The pair love and care for each other, and are thinking about various Magnimar tourist attractions. Eylvian is thinking of a million ways to embarrass Inspector Theodorus, while Vonysa wonders how much does he really hate Varisians.

Kysu Xitan Will Save: 1d20 + 0 ⇒ (3) + 0 = 3
Kysu is tired of holding these groceries, but he's too terrified to think clearly. He wants to get away from the Inspector before Kysu's kitsune heritage emerges. He never should have left his home.

Ysandre Glitterwing Will Save: 1d20 + 0 ⇒ (13) + 0 = 13
Ysandre is late for her dancing class, and Theodorus seems to resent her Varisian heritage. She wants respect and she wants to get this over with.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Thanks GM, just wanted to make sure that was OK...

Seeing the Sentinel's acrobatic attempt go away, Dylph follows it up with a tumbling run with a flip or two at the end in attempting to influence the couple to open up a bit more...

Acrobatics: 10 + 13 = 23


1-23 (Thread|Slides)

Dylph flips, tumbles and juggles his way into their hearts. "Oh, that was great! Do it again." Eylvian claps, clearly entertained.

Vonysa shrugs. "Well, while my dear is distracted, I'll tell you what we saw."

"We left a theater performance and came here for a blessing. We saw a a group of people in black garb around the monument."

"They were drawing something chalky around the monument. We didn't want to raise trouble, so we decided to leave."

"But I did see a symbol around each of their necks, like a faintly glowing skull. Felt... unholy."

That's all the information you can get from the couple. There are other witnesses, if you want.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Good job! Let's question those other miscreants then!

With his striking Charisma of 5 Thror will stay out of most socially based interactions...

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Linguistics (DC 15): 1d20 + 4 ⇒ (1) + 4 = 5

"Looney Vire? What a strange name," Fran remarks with wonderment. "But we'll take it, yes! Thank you! We won't keep you any longer!"

She waves goodbye to Havaroc before turning her attention to some of the remaining witnesses. Noticing that no one has approached the nervous young Varisian man, Fran clears her throat and approaches with a smile.

"Hello there! Do you think you could answer a question or two for me and my friends really quickly before you head back home?" she asks.

Diplomacy (Kysu): 1d20 + 8 ⇒ (7) + 8 = 15

The Exchange

Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |
Thror Tjarkson wrote:

Good job! Let's question those other miscreants then!

With his striking Charisma of 5 Thror will stay out of most socially based interactions...

Ditto, unless it involves hitting or scaring the hell out of someone.


1-23 (Thread|Slides)

Thror and Agirran sit back and play Bad Cop while Fran speaks to Kysu.

"These bags are so heavy..." He mutters. "Sure, fine. Whatever gets me home sooner."

"I saw a group of cloaked people chasing a blue skinned man with butterfly wings. I hid in an alleyway because I knew it was trouble. Momma told me to avoid trouble at all costs, but then I moved to the city and it's angry landlords one day and angry guards the next."

Kysu continues to ramble on. You might be able to get more information from him, but he'll need more convincing...

Kysu and Ysandre remain. Or you can call it, here.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Um...do you want me to hold your bags for you for a minute?" Fran offers. "Or if you want to set them down right here we can keep an eye on them. Oh! And my kitty will help keep an eye on them too - right, Mr. Sunshine?"
______________

Are we only allowed one attempt per person per witness or can Fran try again using a different skill?

The Concordance

HP: 19/19 l AC: 17, T 14, FF 15 l CMD 9, 13 vs. trip l F +1, R +4, W +6 l Init +2 l Senses: Perception +5, Low Light Vision, Scent
Skills:
Climb +6, Stealth +14
Male Cat Familiar 6 l Active Conditions:

Mr. Sunshine winds around Fran's legs and then sniffs curiously at Kysu before taking up a rather sentinel-like position next to the two of them. He looks up.

"Maow!"

If anyone tries to steal your groceries then I will scratch them!


1-23 (Thread|Slides)

It's one try per person per witness, sorry.

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel stands nearby, admiring the statue.

"This is a very nice statue."

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


1-23 (Thread|Slides)

I'll keep the game moving, here...

The Sentinel observes the statue. Depicting the Magnimarian founder Ordellia Whilwren, this monument stands in testament to the welcoming, accepting spirit of Magnimar and its citizens.

Davorge is nearby, also taking notes. "She is normally much more beautiful, but I feel... empty, when nearby. I have a suggestion: Let us sanctify this monument. I want to summon Ordellia, and she should see her monument as clean as the morning daylight. The sanctification will fail if there are too few participants, so I can't do this alone easily.”

”Ordellia is a guardian of this town, and she may know what’s happening here.” He looks at you all. ”I’ll help you here and show the basic ritual. Now come. Calm your mind, and focus...”

Read the spoiler below and make a skill check.

Sanctification Rules:
Each PC can attempt one skill check using one of the following skills: Diplomacy, Knowledge (arcana), Knowledge (religion), Perform (dance), or Spellcraft. The PCs cannot use aid another on these skill checks. The DC is 16. Normally you need to succeed at 4 skill checks, but Davorge counts as one. So you need 3 more.

He pulls out a symbol of a woman dancing about a moon and places it around his neck.

Knowledge(Religion) DC 15:
This necklace is the holy symbol of Ashava, empyreal lord of dancers, lonely spirits, and moonlight.

Then he draws a circle across the ground and spreads blue flower petals across it. He stands in the center and begins to sing an old Desnan lullaby while dancing.

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel steps out, knowing full well that he has no skill for this particular ritual.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Thror does the same, as his field of "study" has always been demons and ways to kill them, and he certainly knows nothing about dancing!

The Exchange

Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |
GM chadius wrote:

The Sentinel observes the statue. Depicting the Magnimarian founder Ordellia Whilwren, this monument stands in testament to the welcoming, accepting spirit of Magnimar and its citizens.

Davorge is nearby, also taking notes. "She is normally much more beautiful, but I feel... empty, when nearby. I have a suggestion: Let us sanctify this monument."

"You mean like give it a power wash and scrape the barnacles off the old lady's bloomers?"

GM chadius wrote:
"I want to summon Ordellia, and she should see her monument as clean as the morning daylight. The sanctification will fail if there are too few participants, so I can't do this alone easily.”

"I've seen the morning daylight. It ain't all that clean."

GM chadius wrote:
”Ordellia is a guardian of this town, and she may know what’s happening here.” He looks at you all. ”I’ll help you here and show the basic ritual. Now come. Calm your mind, and focus...”

"Listen fella, hokey religions and ancient dance moves are no match for a good battle axe, and some know how."

spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22

"You just do this." And whatever it was that he did, he does it.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph will join the Sentinel on the sidelines and watch.

Trained in none of those and my Charisma mod is -2


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1-23 (Thread|Slides)

Agirran decides to join the shindig. He begins muttering, which to some seem like cursing, but it's actually a magical disassembly and purification spell he learned somewhere.

Okay, also there is cursing.

That means Candlejack and Fran must succeed at their checks. Remember there is no penalty for failure and Diplomacy checks can be made untrained.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph shrugs and and stammers, "Or...Or...Ordelia...come out...and play?"

Diplomacy: 1d20 - 2 ⇒ (11) - 2 = 9

He shrugs again and goes back to stand by the Sentinel...

The Exchange

Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |

Sometimes REALLY untrained. ;)

Dark Archive

1 person marked this as a favorite.
CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

@DM: lulz, I see I'm going to need more rope...!

spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28

"No no no, It's like this," Candledark chides Dylph as he cranes his neck up to the statue, and his tin-colored eyes begin to reflect fleeting apparitions of any number of otherworldly horrors.

"Tho' thy likeness be but stone,
Still we feel we're not alone,
Come to us 'neath thy noble memorabilia,"

"Ordellia."
"ORDELLIA."
"ORDELLIA."

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

As Davorge begins to instruct them in the proper procedure for the sanctification ritual something clicks into place. "Oh! This is a lot like the numbers and patterns used to amplify arcane magic and conjure extraplanar spirits!"

She pulls a small piece of chalk out of her pack and kneels down on the ground near the monument and begins to scribble an increasingly complex array of mathematical symbols, slowly working her way around the base but taking care to not draw on the statue itself...

Spellcraft (DC 16): 1d20 + 10 ⇒ (17) + 10 = 27

...until she makes a complete circuit around the monument. Satisfied with her work, she stands and casually wipes her hand against her robes.

"There we go! This ritual seems like it mixes both the arcane and divine so hopefully my equations will amplify the ritual's power," she beams.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph mutters to Xanac, "Maybe you can show me how to disarm the first deadly trap we come across as well..."


1-23 (Thread|Slides)

The blue petals rise into the air and clump together in groups of four, creating the likeness of a dozen butterflies that flit about before resting on the ground in calm silence. Moments later, a spectral visage of a Chelaxian woman with black hair and plain clothes appears in a nearby alleyway, clutching a silver butterfly in one hand and a starknife in the other. She stares off into the distance, terrified, and mutters a single word: “Help!”

“Monument corruption siphoning my essence. Cannot manifest properly. Please, sanctify the Cenotaph and the Founder’s Flame. You must hurry. A life depends on your haste!” The woman mutters.

Davorge’s smile fades as he sees the apparition. ”C-calm down. Please.” The apparition is clearly distraught, unable to say or do much more. ”I must- I must try to calm her down. Maybe you can sanctify the other monuments?” He muses. ”See what you can do at the Centopath and the Founder’s Flame, then return and talk to me.” He stays near the apparition.

Where to next? Centopath or Founder’s Flame? The first two who agree wins.

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

"The Founder's Flame sounds intriguing. I propose we move there first."

That and its the second one mentioned, and I am a rebel, so we do the second first is my vote.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

"One is as good as the other it seems, so either one is fine I guess"

"Keep her under watch and watch out for DEMONS, for all corruption ultimately stems from the Abyss! As for our next destination... I vote for the Founder's Flame as well, we don't have time for debates, we need ACTION!" the dwarf proclaims boisterously.


1-23 (Thread|Slides)

Davorge turns to you. ”The Mistress of Angels smiles again, thanks to your help. I think if you offer a dance or prayer here, you may get a boon.”

Spend 10 minutes and make a DC 15 Knowledge(Religion) check. You get a +1 morale bonus to initiative checks for the rest of this scenario. If you beat DC 25, this increases to +2. Remember, only the most recent boon you accept will be effective.

You have a chance to gain a blessing from the statue.

This relatively unassuming monument stands at the center of a small park in Magnimar’s Naos district. The Founder’s Flame consists of a pedestal bearing a small bowl filled with green oil. Normally the flame burns in a swirl of multiple colors, but now it has a sickly green hue.

When you approach the flame, it surges violently. Some of the flames spew out and take form. Prepare yourself!

Initiative:

Agirran: 1d20 + 1 ⇒ (8) + 1 = 9
Fran: 1d20 + 2 ⇒ (15) + 2 = 17
Thror: 1d20 + 1 ⇒ (19) + 1 = 20
Candledark: 1d20 + 2 ⇒ (14) + 2 = 16
The Sentinel: 1d20 + 1 ⇒ (13) + 1 = 14
Dylph: 1d20 + 7 ⇒ (16) + 7 = 23

Round 1
Dylph
Thror
Fran
Candledark
Sentinel
Enemy
Agirran

Combat Map

Agirran, if you can perform and accept the blessing for the initiative bonus, you can move first.

Knowledge(Religion) DC 13:
The Founder's Flame is currently haunted and is corrupted. You know it will react to positive energy., but there are other ways to defeat it.

Knowledge(Planes) DC 13:
There are 2 Fire Mephits here. They breathe cones of fire and are weak to cold. You can ask an extra question for each 5 you beat the DC.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph will move 15' NNW, drawing his bow as he does so...he'll then fire at the red flame creature...

Shortbow: 1d20 + 8 + 1 + 1 + 1 ⇒ (18) + 8 + 1 + 1 + 1 = 29
Magic/Cold Iron/Sneak Damage: 1d6 + 1 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + 1 + (6, 5) = 17

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel begins by casting mage armor upon himself, and then studies the purple one.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Earlier

"Oh...um, if we need to hurry then I don't think we have much time for dancing," Fran remarks, sounding a little sad. "But maybe once we put things right, we can come back!"
______________

Present

Kn. Planes (DC 13): 1d20 + 7 ⇒ (16) + 7 = 23

"Oh! Those are fire mephits," Fran points at the two strange beings that form from the flames. "They breathe cones of fire and they're weak to the cold! I think they also _____ !"

Hrm...how about DR and Special Attacks? Also, do these creatures count as 'summoned'? Fran's actions will vary based on the answer, as follows:

Summoned!:

Stepping slightly away from the rest of the group, Fran focuses her attention on the Red mephit and attempts to disrupt the connection between it and whoever or whatever conjured it!
______________

Fran attempts to use her Disrupt Connection hex on the Red Mephit; DC 15 Will save or be confused for 1d4 rounds.

Disrupt Connection (Su) - The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it (attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it). At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100. At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.

Not Summoned!:

"Oh dear...there's no connection to break," Fran sighs and instead conjures a translucent, shimmering suit of armor around herself that slowly fades from sight.
______________

Fran will cast Mage Armor on herself~

The Exchange

Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |
GM chadius wrote:
Davorge turns to you. ”The Mistress of Angels smiles again, thanks to your help. I think if you offer a dance or prayer here, you may get a boon.”

"HARD PASS! The lady looks a bit stiff."


1-23 (Thread|Slides)

Dylph takes aim, almost killing the flaming creature in a single blow.
Fran studies the creatures and realizes they are Fire Mephits. They are immune to fire and resist cold. She knows they resist damage that isn't magically blessed. They can also breath cones of fire. She realizes these creatures aren't summoned, and decides to magically protect herself.
DR 5/magic, 15 foot cone of Fire Breath

The Sentinel also magically protects himself while noting the purple mephit's weakpoints.

Thror and Candledark may move next.

Combat Map

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

If there is, in fact, time for a bit of dancing in the park:

Knowledge (Religion): 1d20 + 9 ⇒ (2) + 9 = 11

Candledark's knowledge of ceremonial dances is, as it turns out, fallible.

Moments later, a light rain begins to fall. Coincidence?

Knowledge (Planes): 1d20 + 10 ⇒ (13) + 10 = 23 Why might they be haunting this statue? How are their saving throws?

Candledark focuses his will upon the farther mephit, whose form suddenly twists and ripples unnaturally as its very reality is assaulted!

magic psychic missile, Focused Force vs Mauve Mephit: 2d6 + 2 ⇒ (4, 5) + 2 = 11

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Knowledge(planes) check: 1d20 + 6 ⇒ (15) + 6 = 21

"Indeed... cousins to demons! Prepare to die!" the dwarf shouts as he moves towards the extraplanar creatures.

Attack roll: 1d20 + 8 ⇒ (11) + 8 = 19Damage roll: 1d10 + 4 ⇒ (5) + 4 = 9


1-23 (Thread|Slides)

Candledark thinks the mephits are attracted here, not that they are causing it. He blasts one of them with magic.

Thror knows his warhammer didn't hit as hard as it should have, but it hit enough, braining the demon-related eh close enough for Thror's tastes.

The other mephit flies up and spews a cone of flame over Dylph, Agirran, and even poor Mr. Meow!
I need a DC 13 Reflex Save from the three of you to halve 1d8 ⇒ 1 fire damage.

The flame in the center flares up, and a different creature of living flame bursts forth. It lurches towards Thror and tries to burn him.

Slam: 1d20 + 4 ⇒ (20) + 4 = 24
Fire: 1d4 ⇒ 1

Confirm?: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Damage: 1d4 ⇒ 4
If that hit make a DC 11 Reflex save.

It hit alright.

Knowledge(Planes) DC 11:
It's a fire elemental. Fire damage is useless, but cold will help. You can ask a question about it for each 5 points you beat the DC.


1-23 (Thread|Slides)

Round 1
Enemy (Mephit 11 Damage)
Agirran (need to make a DC 13 Reflex Save to halve 1 fire damage)

Round 2
Dylph (need to make a DC 13 Reflex Save to avoid burning)
Thror (need to make a DC 11 Reflex Save to halve 1 fire damage)
Fran (Mr Meow needs to make a DC 13 Reflex Save to halve 1 fire damage)
Candledark
Sentinel

Combat Map

The Concordance

HP: 19/19 l AC: 17, T 14, FF 15 l CMD 9, 13 vs. trip l F +1, R +4, W +6 l Init +2 l Senses: Perception +5, Low Light Vision, Scent
Skills:
Climb +6, Stealth +14
Male Cat Familiar 6 l Active Conditions:

Reflex (DC 13): 1d20 + 4 ⇒ (6) + 4 = 10

"MraOooOow!"

Try as he might, Mr. Sunshine can't quite avoid the blast of fire and suffers both singed hair and singed dignity. He quickly bolts away, trying to stay clear of the fighting!

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Mr. Sunshine!" Fran cries in alarm as her kitty flees the immediate area. "You're a monster, how could you!?" she continues, turning her gaze to the nearer mephit...but then her attention is drawn by a new challenger.

Kn. Planes (DC 11): 1d20 + 7 ⇒ (6) + 7 = 13

"Oh! It's a fire elemental," she gasps.

Knowing that most of her other prepared magics won't be much help against creatures immune to fire, she shuffles a little further away from the rest of the group and begins casting a spell...
______________

Fran begins casting Summon Monster I~

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

The Sentinel rushes forward, goblet turning into a large bludgeoning weapon made from crimson ectoplasmic energy.

He swings it in a strong arch that slams against the mephit like a whip of crimson power!

Ectoplasmic Attack!: 1d20 + 8 ⇒ (11) + 8 = 19
Ectoplasmic Damage! (+1 Weapon, Bludgeoning): 2d6 + 6 ⇒ (4, 1) + 6 = 11

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Dylph deftly avoids the fire mephit's breath and returns fire, so to speak, with two arrows...

Shortbow: 1d20 + 8 + 1 + 1 + 1 - 2 ⇒ (14) + 8 + 1 + 1 + 1 - 2 = 23
Magic/Cold Iron/Sneak Damage: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9

Shortbow: 1d20 + 8 + 1 + 1 + 1 - 2 ⇒ (18) + 8 + 1 + 1 + 1 - 2 = 27
Magic/Cold Iron/Sneak Damage: 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

I'm still due an answer regarding the mephits' saving throws.

Knowledge (Planes): 1d20 + 10 ⇒ (20) + 10 = 30

Now what kind of magical chandler would he be if he wasn't capable of a veritable magister's thesis upon the subject of elemental flame?

Other defenses? Saving throws? What does it say about the haunting/corruption of this monument that these entities are being attracted - and riled up - so?

He then has an idea that is, just like his finest candles, perfectly wicked:

"Like flame to a moth, COME TO ME...!"

Command, DC 16 on the fire elemental!


1-23 (Thread|Slides)

Candledark knows the Mephit is best at dodging magical attacks but not anything that requires fortitude. Fort +2, Ref +5, Will +3 Studying the fire elemental, he sees it is also agile but not strong willed. Fort +3, Ref +4, Will +0 Other than its elemental traits and fire resistance it has no particular defenses.
Will Save: 1d20 ⇒ 20
But somehow it ignores his command.

Candledark thinks the monument in its current state is summoning fire elementals. Once it summons enough or it is cleansed it will calm down enough for a longer-term solution.

Dylph rolls out of the way and destroys the Mephit with the first arrow. His second arrow hits the elemental, tearing a chunk out of it.

The Sentinel's initial target is dead, so he reconsiders his move.

The Exchange

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Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |

reflex: 1d20 + 1 ⇒ (4) + 1 = 5

The wizard leaps forward to attack that way that wizards do.

mwk cold iron greataxe v elemental (CHARGE!, power attack): 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 1d12 + 7 ⇒ (2) + 7 = 9

"SOMEBODY WANNA SHUT OFF THE SPIGOT?!"


1-23 (Thread|Slides)
Agirran the Fury wrote:
"SOMEBODY WANNA SHUT OFF THE SPIGOT?!"

As he yells it and destroys the elemental, everyone sees the unhealthy green glow on the Founder's Flame shudder for a moment before reasserting itself. Destroying the elemental seems to have weakened the corruption.

But it's not over yet. The green flame flares up again. It's only a matter of time more fire erupts from it.

The Sentinel and Thror can act before the Founder's Flame does. Thror needs to make a DC 11 Reflex Saving Throw against catching on fire.

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

Reflex Save: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24

Thror avoids most of the fire damage from the mephit and rushes at the flame:"Be estinguished oh wicked lantern!"

Charge + Power Attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24Damage roll: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Yeah. He's not bright, I know

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

The Sentinel observes the Founder's Flame for a moment, wanting to see just what the dwarf did and if it helps or makes things worse.

Delay. Wish I had a knowledge skill other than Nobility ><


1-23 (Thread|Slides)

Thror slams into the flame with all his might. It's just a flame though, so his warhammer passes harmlessly through it.

The eerie flame glows a little weaker as it coalesces into another fire elemental. It crawls around the northern edge to attack Agirran. But he's having none of that.

Slam: 1d20 + 4 ⇒ (3) + 4 = 7
Fire: 1d4 ⇒ 1

Round 2
Enemy
Agirran (1 damage)

Round 3
Dylph
Thror (5 damage)
Fran's Summon
Fran (Mr Meow 1 damage)
Candledark
Sentinel

Combat Map

Dark Archive

CN male Wayang Psychic 6
Spoiler:
|AC 17, T 13, FF 15|HP: 32/32|F +2, R +4, W +4 (+2 vs shadow; +1 vs LD/sonic)|Init +2, Perc +8|CMB 0 CMD 12|Phrenic 7/7, Blurred Form 5/5, Gaseous Form 5/5, Shadow Speaker 4/4, Light\Dark 1/1, Detect Thoughts 1/1

Candledark gives his fine crossbow a shot - or rather he takes a shot from the crossbow, and gives the shot to...

darkwood heavy crossbow, melee penalty: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d8 ⇒ 7
bolt reclaimable on low: 1d100 ⇒ 28

...an unsuspecting patch of loam.

The Exchange

Male Human (Ulfen) Fighter (viking) 2/Water Wizard 3 | hp 46 | AC 16, T 11, FF 15 | CMD 17 | F +7, R +3, W +4 | Spd 30' | Init +2 | Kn(Arc, Dun, Eng, Geo, Loc, Nat) +9, KnPla +8, KnRel +8, Perc +0, SensM +0, Scrft +9 | arcane bond 1/1 | cold blast 7/7 | ♬ Theme Song (crank up to 11!) ♬ |

Agirran shifts position, and strikes back, but too high.

mwk cold iron greataxe v elemental (power attack): 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d12 + 7 ⇒ (4) + 7 = 11

So Agi has some water-based firepower, but in general it doesn't work against magical fires (or magical portals).

Silver Crusade

Male Dwarf Paladin (Tortured Crusader) 04 HP: 44/44 | AC:25 | T:12 | FF:24 | CMB:+8 | CMD:20 | Fort:+7 | Ref:+2 | Will:+6 | Init:+1 | Perc:+9 | Sense Motive:+9 | Smite Evil: 2/2 | Lay on Hands: 4/4

"Ah! You can't escape ME!" Thror shouts as he circles behind the newly summoned elemental.

Power Attack roll: 1d20 + 8 + 2 - 1 ⇒ (12) + 8 + 2 - 1 = 21Damage roll: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12


1-23 (Thread|Slides)

Thror is correct, and his warhammer smashes the fire elemental like a bug.
The eerie green aura around the flame grows weaker, but it fights on.

One more elemental is coming next round. Feel free to perform one round of actions. I'll fast forward in the morning to the last elemental.

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