Volcano's Land - Mercury Morn

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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Kallik's brutal critical destroys one rubycap. (one next to Gabriel). Gabriel's series of flanking sneak attacks swiftly shatter another (both next to Gabriel destroyed)

Wamblee is fighting defensively, still surrounded by four rubycaps, and does not destroy any.

This, unfortunately, gives them ample opportunity to surround him and work their vicious flanking upon him:

attacks vs AC 17:

redcap sickle, flanking, but cancelled by defensive: 1d20 + 10 ⇒ (20) + 10 = 30
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (1, 2) + (5, 3) + 5 = 16
redcap sickle, flanking, but cancelled by defensive: 1d20 + 10 ⇒ (20) + 10 = 30
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (1, 3) + (6, 3) + 5 = 18
redcap sickle, flanking, but cancelled by defensive: 1d20 + 10 ⇒ (6) + 10 = 16
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (4, 1) + (2, 4) + 5 = 16
redcap sickle, flanking, but cancelled by defensive: 1d20 + 10 ⇒ (19) + 10 = 29
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (3, 4) + (4, 2) + 5 = 18

redcap sickle, flanking, but cancelled by defensive,crit1: 1d20 + 10 ⇒ (1) + 10 = 11
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (4, 1) + (5, 3) + 5 = 18
redcap sickle, flanking, but cancelled by defensive,crit2: 1d20 + 10 ⇒ (9) + 10 = 19
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (3, 4) + (3, 5) + 5 = 20
redcap sickle, flanking, but cancelled by defensive,crit3: 1d20 + 10 ⇒ (11) + 10 = 21
damage, vicious flanking: 2d4 + 2d6 + 5 ⇒ (2, 3) + (1, 4) + 5 = 15

The circle of parasite-ridden blood drinkers surround Wamblee, and slice him open with cruel sickles and cruel laughter. Even rocky hides can only take so much punishment before they crack.

two confirmed crits and other hits, makes for 45 damage even after DR. 19 HP left for Wamblee.

Gabriel:

If you do not roll above as DC 20 perception on your turn, you fail to notice the rubycap that drank your blood is already regenerating, and he grabs your ankle. Roll a CMB DC 20, or you cannot use your move action this round.


Round 8 Begins!

7 minutes remain in summoning.

____

Julian Opal attempts to blast Samen with dispel.magic, but the distorting, tearing field of force is on a different wavelength; it passes straight through Samen's mind, having no effect on his 'spell'. (perhaps manifestation would be a better word, the newly-made psychic ponders)

3 eagles are deleted, but I still can't fix the map. Better update tomorrow.

enemies have acted! declare actions!

Samen, fortitude Save DC 10 or be aged. This DC will increase the longer you are under the 'haste' effect.


"I do not suppose any of you have access to healing magic?". Rather than panicking or dodging recklessly, a student of stone digs deep. Wamblee settles into a wide-legged crouch as his skin thickens around his wounds.

Wamblee will use 2 Ki points (5/7 remain) to increase his AC to 21, and make his DR 2 higher.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Samen, with most of his focus continuing on channeling the spell, barely has time for a quip for their adversary. "It seems you were prepared for us. Or perhaps to be more precise, you prepared for us."

It made sense in his own head, anyway.

Fortitude: 1d20 + 8 ⇒ (20) + 8 = 28


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

perception: 1d20 + 21 ⇒ (5) + 21 = 26
CMB: 1d20 + 8 ⇒ (5) + 8 = 13

Looking down at the jeweled rubycap, Gabe notices the thing is putting itself back together. To the phantom, "Help destroy the rest of them, I'll make sure this one is dead. And they regenerate if they drink blood so smash them extra good!" Making use of his own advice, he stomps on the thing grabbing him until it's a messy mush with gem parts sticking in places.

Min 20 hit 3x. 68 damage

attacks vs prone:

attack 1: 1d20 + 14 ⇒ (6) + 14 = 20
damage 1: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (3, 6) = 23

attack 2: 1d20 + 14 ⇒ (6) + 14 = 20
damage 2: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (3) + 5 + 2 + (6, 4) + (4) = 24

attack 3: 1d20 + 9 ⇒ (15) + 9 = 24
damage 3: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (3) + 5 + 2 + (6, 1) + (4) = 21


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that is a very dead rubycap. There are still FOUR mostly uninjured rubycaps around Wamblee.

You hear loud pounding from outside, and the hue and cry of unseelie fey being ripped apart. The last of the giant princes are making the opposing forces pay dearly for their lives. Grimly, you wonder how long they will last. Will giants cease to be remembered, if all their stories die?


Samen, please roll another oncentration check with advantage

If most of you are taking the same actions / spells as last round, make sure you roll the same check, too


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Concentration: 1d20 + 15 ⇒ (18) + 15 = 33
Concentration: 1d20 + 15 ⇒ (15) + 15 = 30

With the speed boost from Abnaki, Samen is able to make the ritual proceed much faster, but the expanded neural network that Qizzlvutz provides is the real force multiplier.

"Oh wow, hello! It's like you've given me a third eye or a bear's strength. Here, hold these values... transform these coordinates... and process these concerns. And that gives us... yes perfect! We're nearly halfway there. Now I might have a chance to quip at Julian properly."


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

My spell lasts 9 rounds, do you want me to cast it again? If so, I will, but if not I'll cast a heal (at range!) on Wamblee.


I want you to cast it again. You are continuing the moment, and the spell will get more powerful as you go. Another wave of redcaps are coming soon.


Abnaki, cast it as a second level spell this time. And give another performance at disadvantage (roll twice, take the worst)

Samen fort DC 12 vs aging: 1d20 + 8 ⇒ (14) + 8 = 22

Qizzlvutz will vs fear: 1d20 + 9 ⇒ (13) + 9 = 22

ok! no ill effects for either of you

Qizzlvutz, a spellcraft check, just like last round. I also want you to recast as a second level spell (and that will be all of your actions for the round)


they/them. Haunted Summoner lvl 10 / init +1 /557/3 / fort +9, Ref+5, will+10, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

Grasping at things barely understood but needing to be helpful. Places faraway, beings unknown, and the feelings. So many feelings. Sucking in more air to get bigger so they can hold on to all these new things. Dark browns stretch into a paler sandy tone with little streams of blues leaking out. Half?

Groaning and trying to make the magic stronger. Anything to make this biggness stop. To make everything smaller that magic clearly has to be bigger. That should balance it out.

spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28


Abnaki performance, disadvantage: 1d20 + 20 ⇒ (18) + 20 = 38
Abnaki performance, disadvantage: 1d20 + 10 ⇒ (2) + 10 = 12

Abnaki, your words continue unabated; the story is almost in control of you, these days. For now, there is no danger of your hastening spell ending. You are beginning to feel fatigued, however, and you wonder at the strain to your voice and your still-blind eyes.


Round 9 Begins!

5 minutes remain!

Julian Opal sighs dramatically, the sound reverberating through the many facets of yellow crystal that surround you.

"Please use a modicum of strategy, gentlens. I hold you to some kind of standard, despite you having parasites for brains.". With a perfunctory sweep of a gloved hand, his image sends a red flame of battlelust over the rubycaps. They convulse and froth and stomp their feet, and ready a drooling charge.

The remaining four rubycaps ignore Wamblee completely, each taking a blow to the head as they run past. Hurtling toward the southwest, their goal becomes clear - disrupt the summoning

Qizzl, Gabriel, and Abnaki, you all have a choice to make - if you choose to intercept the redcaps, it will guarantee they won't make it to Samen, and he won't have to make any concentration checks vs damage. It will require you to take 25 damage (50 damage, if I happen to roll a natural 20). You would still get your normal round of actions after this.

if you choose not to , I will roll vs Samen's AC (you can have an AoO) and we will see what happens from there.


Declare actions! Enemies will respond accordingly.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

I'm sure AC 19 is good enough to stand up to a hoard of rubycaps...

Just as Gabriel starts running at the remaining rubycaps, they turn and sprint past him! Figuring their target is the distracted casters, he uses his superior speed to interpose himself between the unseelie and their target.
Choosing to intercept


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

For what it's worth, I think I'm still in gaseous form, which should give me DR 10/magic and immunity to sneak attacks and crits.

Fort save: 1d20 + 8 ⇒ (18) + 8 = 26
Concentration: 1d20 + 15 ⇒ (18) + 15 = 33
Concentration: 1d20 + 15 ⇒ (7) + 15 = 22

(I assume these should be necessary, right?)


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

Abnaki has no tremor sense. Gonna run out of 2nd level spell slots at this rate!


rubycaps, just rolling for possible crits
rubycap: 1d20 ⇒ 6
rubycap: 1d20 ⇒ 14
rubycap: 1d20 ⇒ 7
rubycap: 1d20 ⇒ 10

Qizzlvutz takes one of the rubycaps head-on, while maintaining the mindlink with Samen.

Qizz is at 42/67 HP

Kallik's ghostly form materializes enough to stop another rubycap.

Kallik also takes 25 damage, since they are wielding magical weapons. Kallik can still attack this round.

Gabriel interposes himself in front of the fourth rubycap.

Gabriel is at 35/77. You still have full round of attacks vs enemy this round.

Abnaki unknowingly stands between Samen and harm; a blood-hungry sickle kisses his skin.

Blind Abnaki is at 26/57 HP. You are spending your round on Haste/accelerate.


Through his sensitive feet, Wamblee 'hears' more of the disgusting fey creatures pounding their way down the corridor. His allies cannot take another full assault from this fresh wave.

A Student of Stone stands where he needs to stand. Taking a deep stance, Wamblee readies himself. He raises his right leg, and brings it down with shattering force, rending huge, sharp holes in the floor.

(map updated)

Now there is only one way through, and the way is through Stone.


Qizzllvutz spellcraft for the round

qizz spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10

For a moment, the pain blots out any thoughts of linking minds and neuron growthways. You hear more grunts of pain and see splashes of blood. It smells like iron. You suddenly realize you are small, scared, and young. You are surrounded by alien creatures that never shift to show happiness or anger, or love. You want Learningto to hold you. But she is back in that different place.

You reach from some thread of goodness to escape from this grief.

not an actual fear effect, but just RPing the nat 1

3 minutes remain. If anyone rolls a nat 20 this time around, it will definitely complete the spell.

Qizzlvutz will have to recast mindlink in order for Samen to get advantage on concentration checks again (you lost the spell last round)


Round 10 Begins!

declare actions! and also update round 9 attacks if neecessary


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Fortitude: 1d20 + 8 ⇒ (10) + 8 = 18
Concentration: 1d20 + 15 ⇒ (9) + 15 = 24

I'm not sure if there's anything else I'm supposed to be doing right now, but I think this is it for me.


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Round 9 Attacks

Target ones I can flank first. Use Jabbing Dancer to maintain flanking.

dice rolls:

attack 1: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
damage 1: 1d8 + 5 + 2 + 2d6 ⇒ (6) + 5 + 2 + (2, 3) = 18

attack 2: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
damage 2: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (4, 1) = 19

attack 3: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
damage 3: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (5, 6) = 25

jabbing: 2d6 ⇒ (1, 1) = 2

crit confirm 2: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
damage 2: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14

attack1: 20 hit, 18 damage; attack2: 19 crit confirm, 19 damage, +14 if crit; attack3: 29 hit, 25 damage. jabbing dice 1,1


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Round 10

Gabriel maintains his assault, trying to bring down the attackers. Every attack on one of the others is a personal failure he will have to make up for later if they make it out of here.

dice rolls:

attack 1: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
damage 1: 1d8 + 5 + 2 + 2d6 ⇒ (2) + 5 + 2 + (6, 6) = 21

attack 2: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
damage 2: 1d8 + 5 + 2 + 2d6 ⇒ (4) + 5 + 2 + (2, 1) = 14

attack 3: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
damage 3: 1d8 + 5 + 2 + 2d6 ⇒ (7) + 5 + 2 + (2, 3) = 19

jabbing: 2d6 ⇒ (2, 6) = 8

Attack 1: nat 1; Attack 2:27 hit, 14 damage; Attack 3, spin kick: 17 hit vs flat-footed, 19 damage


female NG Oread Phantom of Rage HP 59/69 |AC-18 T-12 FF-16 DR 5/slashing. DR 5/magic| F+8 R+3 W+6 |CMB+13CMD 24| Init+1 | Perc +5|

.last round

Growling and swinging wildly

att: 1d20 + 10 ⇒ (5) + 10 = 15
dmg: 2d8 + 3 ⇒ (7, 2) + 3 = 12

att: 1d20 + 10 ⇒ (3) + 10 = 13
dmg: 2d8 + 3 ⇒ (7, 3) + 3 = 13

round 10

Groaning in pain and feeling very tired far to quickly. Pulling Qizz's magic in a desperate plea to stay alive

melee touch attack vampiric touch: 1d20 + 10 ⇒ (6) + 10 = 16
stolen health: 4d6 ⇒ (1, 2, 5, 1) = 9 Really!


they/them. Haunted Summoner lvl 10 / init +1 /557/3 / fort +9, Ref+5, will+10, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

Touching the wound. Nothing like this has heappend before and its horrifying. Looking around Qizzlvutz starts shaking. Smacking themselves in the face and sucking in a big gulp of air to be big enough to help with the memories, places, and feelings. Casting the spell again and tethering their mind to Samnen's again.


yet another fort save Samen, you are messing with time magic! Up to DC 14

Samen fort: 1d20 + 8 ⇒ (7) + 8 = 15

mindlink is back, so concentration check with advantage

Samen conc: 1d20 + 15 ⇒ (20) + 15 = 35

hmm, ok, time to type

The mindlink snaps back into place, fueled perhaps by fear and need as the rubycaps slaver their red tongues in Qizzlvutz' face. Your physical sensations fade as you plunge into the sprawling library/museum of Samen's mind. Everything fits. Everything works.

The summoning is complete. You feel an absolute unity in this small intersection betwen here and the plane of Volcano. The moment lingers, heats up...

You feel a presence - a slithering presence that uses the threads of summoning and conjuring to pull itself through, wriggling like a grub through the skein of reality. Two sets of lantern-yellow eyes appear; a two-headed snake, bulkier than a bear and longer than a pogona, crawls through a sudden hellish fissure in the floor, surrounded by red light. "Softskin warlock! May your enemies writhe in agony.". . It grins a hideous shark smile.

The snake turns to the rest of you. "We presume the warlock owns you, so our words will be brief. We are Kessh-Amon. Do not stand in our way, and be wary of the metalcraft of Ssuh-Luhss. "


Following the dimensional trail of Kessh-Amon, a second two-headed snake pushes through the fissure before it closes. Unlike Kessh-Amon's bold red coloring and bright yellow eyes, this one has a more languid appearance. Draping casual coils of bruise-purple skin banded with black upon the ground, it regards the world with lazy green eyes.

//

With a flash of glowing jade eyes, the second snake (presumably Ssuh-Luhss?) hisses a few ugly syllables of stolen magic. The effect is instantaneous: all the metal the redcaps (and their ruby counterparts) love to show off --the sickles, scythes, the boots--becomes their undoing. Metal boots crunch bone and sinew; sickles chop their owners in brutal efficiency. The entire first wave is butchered.

The first snake, Kessh-Amon, roars deeply, yellow-amber eyes full of malice. A flash of pounding, dominating magick pummels the second wave of rubycaps, and they willingly impale themselves on the pits of shards below.

(map updated)


In the midst of the crushing magicks displayed by the salamanders of Igniscoeli, it is easy to miss, but Wamblee is down. He is breathing and alive, but he fended off several more attacks as the last precious seconds of the summoning were completed.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Samen grins as the spell snaps into place. The two planes, neither his own, are for a moment one place. Though it required significant help from all angles, he cannot help but feel pride in the accomplishment.

"Glorious battle, noble Kessh-Amon! May you swallow your foes whole!"

He leans back toward the rest of the group and quietly warns them. "Even more than the giants, it'll be best to stay out of their way. They probably won't turn on us when they're done. If we don't annoy them."


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

Gabe watches in awe at the upheaval of two planes smashing together and the waves of magic coming from their newly arrived allies. Having a feeling the final confrontation is near, he focuses his energies through his elen heritage. As the energies coalesce, he begins shrinking before your eyes! Having the stature more of a child than a warrior he executes some practice kicks and punches making sure he is in full control of his altered body. Gabe nods his readiness to advance.

Use racial ability to cast reduce person (9 mins). I don't think it's been an hour even so barkskin is still active. Ready to go unless someone can do some healing... I believe Wamblee needs some assistance and I'm under half HP.


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BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

"My word Samen, what fine sounds your friends make." Abnaki quips. "I cannot hear Wamblee, and I am injured myself. Has anyone seen him recently?" Remembering what he had in one of his pockets, he pulls out his wand of CLW. He may no longer remember how to use it, but he knows magics respond well to orders from a strong force of will. In fact, he cannot fail to activate the wand as he is now.
CLW Abnaki: 1d8 + 1 ⇒ (3) + 1 = 4

He waits to hear if Wamblee needs his aid or not before putting it back in his pocket(?) In fact, he's not entirely sure where he drew it from, now that his clothes have melded into him since the mycos rebirth. Best not to dwell on it too hard.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Samen looks around for his brother, calming himself to keep his heart steady. A mind is only as strong as its foundation, after all.

There!

"He's down, Abnaki. Come, follow the sound of my voice! I think I see him breathing, but he needs help badly."


Let me know how much healing you give Wamblee. At most I say you have three rounds you can spend on healing and still capitalize on the chaos about the happen from the snakes

"Thank you, Abnaki. A griot whose very words can pull an el back from dying." he gives a small bow to you, "is a powerful ally indeed.".

Wamblee stands up, ready to battle once more. A student of Stone does not worry about the weight of a burden; it simply needs to be carried.


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

CLW wand: 3d8 + 3 ⇒ (7, 4, 5) + 3 = 19


Without another word, Kessh-Amon dismisses your from their thoughts. The pair of two-headed snakes swiftly slither down into the adjacent chamber. Fiery shouts of outraged efreet surprise soon follow, and the sounds of battle and chase pound down the further corridors.

plan successful, no more efreeti. They are soon to be routed and destroyed, but you have no idea what the salamanders will be doing after this

Combat Resumes! Round 11 Begins!

Post Actions! Who is bold enough to enter the Chamber of the Broken Sunlord?


BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

Well I'm blind, so I probably shouldn't lead the way, but Abnaki will totally try to if left to his own devices...


as you approach, the temperature increases to uncomfortable levels. does anyone have a way to get fire resist for the party? (spell, etc?)


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

What is this teamwork you speak of? I'm sure fire resist 5 is good enough.

Gabe, seeing that mid-fight prep work is completed, starts off after the fiery snakes. Intending to capitalize on the distraction the extra-planar beings are providing, he moves quietly to the opening of the chamber hoping to catch a glimpse of the taunting warlock.

stealth: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34
perception: 1d20 + 21 ⇒ (17) + 21 = 38

modified Stats from barkskin & reduce person: +4 AC (+1 Small, +1 Dex, +2 NA), +2 hit (+1 small, +1 dex), +1 damage (dex) 1d6 vs 1d8 (small)


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

I don't have any elemental resistance magic.

Samen floats along, ready to face the chaos that lies ahead.

"Abnaki! You're going the wrong way. This way!"


they/them. Haunted Summoner lvl 10 / init +1 /557/3 / fort +9, Ref+5, will+10, AC 16 / Spells (1st 3/6)(2nd 4/5)(3rd 1/4)

Qizzlvutz quickly moves back to Kallik. She is angry, full of seething fury, but that feels more familiar that the vastness that was Samen's mind. One simple, primal, emotion is much easier. Both follow Samen.

retroactive cure light wounds: 1d8 + 5 ⇒ (4) + 5 = 9


As if a single drop of pure peaklight has descended upon the base earth, the chamber is filled with aggressive radiance. Painful brilliance. You can almost see an elenoid figure at the center of the light, but even Samen's sight is unfit for such divine glare.

Everyone take 5 fire damage. Apply any resistances you have.

The fiery being speaks in a voice of crackling logs and ember-snaps. "Your cowardly efreeti servants are fleeing, little man! Release me, and I shall shatter your gem head in one swift blow, rather than prolonging your suffering."

this being is using a strange word, but you think from context it means "el".


Gabriel:

Fires make the shadows deeper. You hide. You hide in others' shadows, and your own dark double provides another kind of place for you to hide in. No one sees you.

The warlock with the stupid purple gem for a head peeks out from around a corner, thinking that no one can see him from so far away. You can tell he is focused on Samen as a threat, and he wrings his manicured hands together when he sees Abnaki.

You can tell he's about to cast a spell. Since you only used your move action this round, feel free to use a standard action (like a sneak attack) to disrupt the spell.


Abnaki....the music is so sweet. It smells like cherry blossoms in the wind. You might recognize it for a trap that your blind, fumbling steps just tripped over, but the fey perfume (melody?) goes straight past your rational thoughts and triggers a fatalistic Romanticism in your storyteller's bones.

Abnaki, please roll a will save at -4 due to your "gift of the fey" curse. this is a compulsion effect, DC 20. If you fail, you will charge toward the danger, banner flying, because heroic actions get things done. If you succeed, you are not effected, and you also shake off the blindness.


Male Neutral Good Human Psychic (rebirth, marauder) 10 | Phrenic pool: 7/8 | HP: 56/56 (8)| AC: 19 (11 Tch, 18 Fl) | BAB: 4, CMB: +3, CMD: 13 | F: +8, R: +6, W: +12 | Init: +1 | Perc: 12, SM: 3 | Speed 30ft | Active conditions: None. | Spells: 1st: 7/8 2nd: 7/8 3rd: 6/7 4th: 3/6 5th: 3/4

Thoughts, data, contingencies, and revelations flow through Samen's mind as he contemplates the new information presented to him.

"I'll need to check the linguistic roots of that word. I'm sure it's important. More pressing matters, however."

"This gem is just like the ones we crossed over, powered by a trapped creature. Free it, and at least this fight will be over."

Know Planes: 1d20 + 22 ⇒ (2) + 22 = 24 (To get an idea of how likely the Sunlord is to attack us if we work toward freeing it.)


they are proud creatures, and this one may be irrational if injured or hungry, but a successful diplomacy or something will go a long way toward helping get them on your side.


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BaB:6/1 | HP:21/57 | AC:17 T:12/14 FF:15 | Fort:4 Ref:9 Will:9/15(Compulsion/Charm) +4 vs mind affecting | Init: +2 |
Resources:
6rds perform, 5 2nds, 1 1st

Will save: 1d20 + 15 - 4 + 4 ⇒ (10) + 15 - 4 + 4 = 25

"Hm. Well I can see again. Not that I ever couldn't see, but better now." He almost sounds like he believes what he is saying.

"Great Sunlord, we have come to destroy these hated Gems ourselves. Now that we know that you still live, we shall free you, and together we can send the gems back into the earth which I was reborn from once more."

Diplomacy: 1d20 + 20 ⇒ (19) + 20 = 39

"I merely ask of you that you lessen your heat, for I am gravely injured from my journey to you, and your light sears my already bloodied flesh."


There is a surprised flare from the Sunlord as they react to your voice, and then your words. A pause.

"Very well. If this be a trick, Your head will break just as easily.". The fire and heat lessen from "blistering" to "sweat lodge".

trust abnaki to use diplomacy when no one has a fire resist spell. :)


Male LN Ifrit Unchained Monk 5/ Unchained Rogue (Dark Lurker) 4 | HP: 77/77| AC: 22 (22 Tch, 17 Fl) | CMB: +8, CMD: 32| F: +8, R: +13, W: +8 | Init: +6 Perc: +21, SM: +16 | Speed 40ft , +10ft sprinter | Active conditions:

The giant being over there isn't something I can fix. But the warlock, I can do something about him. Using the shadows to his advantage, Gabe works his way towards his target without being seen. Popping out at the last moment, he strikes at what he hopes is a vital spot to interrupt anything the el may do.

attack, stunning fist: 1d20 + 16 ⇒ (16) + 16 = 32
damage: 1d6 + 6 + 2 + 2d6 ⇒ (3) + 6 + 2 + (6, 5) = 22 Debilitating injury: Disoriented (-2 to all attack rolls, additional -2 if targeting me)

Stunning fist DC 18 fort save

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