Sebecloki presents the Rod of Seven Parts (Inactive)

Game Master Sebecloki

Maps and Images:

Part One: The Dreaming Domes of the Aboleth Psilords

Trouble is fomenting in the prosperous Blood Sea city state of Malvent; the half-elven cerebremancer Ezria Santhrasslisan the Insightful, apprentice and confidant to the archmage Mordenkainen the Magnificent has vanished, and the vaunted head of the Circle of Eight is in need of aid to locate his protege; at the same time, foul rumors of fester regarding a series of caravans that have vanished on the road between Malvent and Phloon over the past several months. Has a new force of evil begun to accost the trade in this benighted region on the northern shores of the Sea of Blood? Heroes are sorely needed.

The Sea of Blood/Sanguine Sea Region

Region Map

Northern Sea of Blood Region: contiguous with the pre-Divine War realm of Kingdom of Thaumka (half-giant and orc/goblinoid worshippers of the Titan Kadum); notably, contains the non-aligned city-states of Malvent and Phloon; treacherous middle territory between the slavers of the Citadel of Tarim to the East and the despot of city-state of Hanfar and her purple plumes (legions of magus); north lies the Ravenlands of the Bloodmist; remnants of Thaumka in the northwestern tribe lands of ogres, orcs, giants, and others between the settled regions of the coast and the Ravenlands of the Bloodmist.

Northern Sea of Blood Coast: Region Map
Northern Sea of Blood: Region Map (Classic Icons)

City-State of Malvent

Overview Map
Vauntor Square, East Malvent Docks District (Night)

Vauntor Square

Floating Fighter Tavern (high class establishment, frequented by nobles)
Breakwater Tavern (run by former adventurers)
Vauntor's Drop (bridge over canal)
Hermuk's Allgoods (general store)
Ganza's Arms and Armor
Blackalbuck's Swap Shop
Temple of the Rainbow: Temple of Jazirian w/ shrines to Iris, and Renbuu -- nagaji and ophiduan priests from the distant south
Umberlee's Bosom (underground dive bar)


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Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

The elf godling unsheathes his rapier and starknife and attacks the ogre.
Comet: 1d20 + 20 ⇒ (14) + 20 = 34
Dmg.: 1d6 + 9 ⇒ (6) + 9 = 15

Comet: 1d20 + 20 ⇒ (5) + 20 = 25
Dmg.: 1d6 + 9 ⇒ (1) + 9 = 10

Shooting Starknife: 1d20 + 18 ⇒ (14) + 18 = 32
Dmg.: 1d4 + 8 ⇒ (1) + 8 = 9

Shooting Starknife: 1d20 + 13 ⇒ (8) + 13 = 21
Dmg.: 1d4 + 8 ⇒ (3) + 8 = 11

Shooting Starknife: 1d20 + 8 ⇒ (1) + 8 = 9
Dmg.: 1d4 + 8 ⇒ (4) + 8 = 12


Eladithas Starchild wrote:

The elf godling unsheathes his rapier and starknife and attacks the ogre.

[dice=Comet]1d20 + 20
[dice=Dmg.]1d6 + 9

[dice=Comet]1d20 + 20
[dice=Dmg.]1d6 + 9

[dice=Shooting Starknife]1d20 + 18
[dice=Dmg.]1d4 + 8

[dice=Shooting Starknife]1d20 + 13
[dice=Dmg.]1d4 + 8

[dice=Shooting Starknife]1d20 + 8
[dice=Dmg.]1d4 + 8

The last ogre of the cadre dispatched to fix the lightning trap expires in a pitiful death. The hall is now clear.


DM Sheet

Rook will teleport through the door, looking for other threats.
perception: 1d20 + 40 ⇒ (17) + 40 = 57true seeing, arcane sight, blindsight 30 ft., darkvision 60 ft., low-light vision


Rook. wrote:

Rook will teleport through the door, looking for other threats.

[dice=perception]1d20+40true seeing, arcane sight, blindsight 30 ft., darkvision 60 ft., low-light vision

Rook: Perception:
The far side of the immense, gold-plated, door opens onto a large garden which surrounds a central tower; this structure is at least 100ft in height and looms over the surrounding hall and garden. Rook notices six reptilian creatures wandering the garden. Each has 3 heads, six legs, and three tails which end with cruel, scorpion-like barbs. Their scales are studded with sharp pines, and their serpentine eyes scan the courtyard with a draconic intensity. Each of the creatures is accompanied by what appears to be an orc or half-orc handler, each a large example of their species with prominent tusks that each carry a cat-o-nine-tails festooned with savage barbs. Before Rook has any opportunity to react, the guards seem to be aware of its presence and immediately attack. Please roll Initiative

Rook: Arcane Sight:
As Rook teleports through the door, they immediately detect a magical aura, whose center is situated at the entrance.Triggered an alarm spell.


DM Sheet

initiative: 1d20 + 15 ⇒ (12) + 15 = 27


Character Sheet | Reference Image | Init +32, Per +55, low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision | AC 41, T35, FF31, CMD 39, F+25 R+26 W+19 | immune: disease, sleep/fatigue/exhaustion, fear effects, emotion-based effects | Displacement 50%, Evasion, Fortification 100%, Freedom of Movement, Uncanny Dodge |

Star Love enters in a whirrr of flying steel, trying to recognize anything useful about their next opponents.

Initiative: 1d20 + 32 ⇒ (16) + 32 = 48
Perception: 1d20 + 55 ⇒ (19) + 55 = 74
Knowledge ?(scorpions): 1d20 + 41 ⇒ (7) + 41 = 48
Knowledge Local (halforcs): 1d20 + 41 ⇒ (3) + 41 = 44

low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision


Star Love wrote:

Star Love enters in a whirrr of flying steel, trying to recognize anything useful about their next opponents.

[dice=Initiative]1d20+32
[dice=Perception]1d20+55
[dice=Knowledge ?(scorpions)]1d20+41
[dice=Knowledge Local (halforcs)]1d20+41

low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision

You need to make a perception check first to detect that there's commotion on the other side of the door so that you know to intervene.


Rook. wrote:

Initiative: 1d20 + 14 ⇒ (6) + 14 = 20

Rook goes first.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

"What is it?" Eladithas asked the others, sensing their tension.
Perception: 1d20 + 30 ⇒ (18) + 30 = 48

Signature Skill - Perception (General):

5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.


Star Love wrote:

Star Love enters in a whirrr of flying steel, trying to recognize anything useful about their next opponents.

[dice=Initiative]1d20+32
[dice=Perception]1d20+55
[dice=Knowledge ?(scorpions)]1d20+41
[dice=Knowledge Local (halforcs)]1d20+41

low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision

Star Love: Knowledge:
The creatures are multi-limbed greater basilisks and the half-orcs are high level barbarian/fighters.

Name
Basilisk, greater Mythic Invincible 11+HD/Mythic Invincible upto 10HD CR 25
XP 1640000
Barbarian level 5 (skill points 5) Barbarian
( Barbarian )
Chaotic Evil Large Outsider (Animal)
Init -1; Senses Darkvision 60, Low-light Vision; Perception +26
DEFENSE
AC 23, touch 2, flat-footed 23 ( Chainmail, Shield, none)
(-1 Dex, +15 Natural, -8 size, +6 armour, +1 feats)
hp 1173 (30d10+5d12+875+5+20+70);
Fort +48, Ref +19, Will +14
Damage reduction 10/magic, Resist Cold 10, fire 10, Spell Resistance 23, Block Attacks (Ex), Damage reduction 10/epic, Resist all energy types 15, Block Attacks (Ex), Damage reduction 10/epic, Resist all energy types 15
OFFENSE
Speed: 25ft.
Single Attack Bite (x2 STR bonus) +53 (4d6+50)
Full Attack
4 Bite (x2 STR bonus) +53 (4d6+50)
Gore +52 (4d6+25)
4 Tail Slap (Prime att) +52 (4d6+25)
Crush +47 (4d6+12)
Space 30ft (6x6) ft.; Reach 20ft (4+) ft.
Special Attacks
Petrification DC(26) Gaze 30ft DC Fort negates Chr based,
Smite good 1/day extra 18 damage
Rage (Ex) +4 Con +4 Str +2 Will save -2 AC. Per day = Con mod + 12
Rage Power Last as long as raging. Number = 2
STATISTICS
Str 60, Dex 8, Con 60, Int 3, Wis 12, Cha 13
Base Attack 35 CMB +68 ; CMD 78
Feats
Moment of Clarity: 1 round of non rage in a rage,
Night Vision: Gain 60ft darkvision (must have low-light vision),
Alertness: +2 Perception +2 Sense motive,
Armour Prof Light,
Armour Prof Medium,
Blind-fight: Re-roll miss chance for concealment,
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Dodge: Add 1 to AC ,
Great Fortitude: +2 Fortitude save,
Improved Natural Attack: Attack damage goes up 1 size ,
Iron Will: +2 on will saves,
Lightning Reflexes: +2 reflex saves,
Martial Weap Prof,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Scent: Gains scent ability while raging,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Skill Focus (Stealth): +3 Stealth,
Toughness: +3 Hit points or +1 per hit dice,
Toughness (Mythic): Toughness provides you twice as many hit points. In addition, when youre below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.,
Weapon Focus: +1 to attack rolls
Skills Acrobatics +2, Climb +27, Handle Animal +7, Intimidate +9, Know Nature +2, Perception +26, Ride +5, Sense Motive +3, Stealth +9, Survival +7, Swim +21
Languages
ECOLOGY
Environment Infinite Layers of the Abyss
Organization Solitary, Colony 3-6
Treasure Standard
SPECIAL ABILITIES
Fast Movement Land Movement raised by 10
Improved Uncanny Dodge Can no longer be flanked 1
Trap Sense Reflex save and AC when dealing with traps bonus 1
Uncanny Dodge Retains Dex bonus if flat footed 1
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Block Attacks (Ex):Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).
Second Save (Ex):Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if its still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw.

If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.
Block Attacks (Ex):Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).
Second Save (Ex):Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if its still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw.

If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.
MAGIC ITEMS (max value 320000)


Orc CR 39
This barbaric humanoid bears ragged equipment and armor in sullen colors. It has coarse body hair and a stooped posture like some primitive man but with a grayish-green skin tone and bestial facial features beneath a black hood. Burning red eyes peer below a low, sloping brow, just above a flattened nose, and prominent tusk-like teeth.
XP 8600000
Barbarian level 20 (skill points 100) Barbarian
(Barbarian )
Fighter level 20 (skill points 60) -Fighter
(Fighter )
Chaotic Evil Medium Humanoid
Init +14; Senses Darkvision 60; Perception +45
DEFENSE
AC 41, touch 25, flat-footed 31 (+5 Hide, Shield, none)
(+8 Dex, +7 Natural, +9 armour, +1 feats, +5 deflection, +1 dodge)
hp 625 (0d8+20d12+20d10+320+20+40);
Fort +39, Ref +30, Will +24 ; +4 Will Save on enchantments 1
Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight
OFFENSE
Speed: 60ft.
Single Attack(+5/+5) Flail, heavy 68 (1d10+27/17-20) Anarchic
or (+5/+5) Javelin +60 (1d6+20)
Full Attack
(+5/+5) Flail, heavy 64/68/62/57/52 (1d10+27/17-20) Anarchic
(+5/+5) Battle axe +56/52 (1d8+14 X3) Keen
Ranged (+5/+5) Javelin60/60/54/49/44 (1d6+20) range 30
Space 5 ft.; Reach 5 ft.
Special Attacks
Greater Rage Rage +6 Str +6 Con +3 Will save -2 AC 1
Mighty Rage Str +8 Con +8 Will Save +4 AC-2 1
Rage (Ex) +4 Con +4 Str +2 Will save -2 AC. Per day = Con mod + 42
Rage Power Last as long as raging. Number = 10
Weapon Mastery Automatically confirm criticals and critical mult increased by 1
Weapon Training become proficient in a weapon group 4
STATISTICS
Str 38, Dex 28 + 2 = 30, Con 25 + 2 = 27, Int 13, Wis 20, Cha 11
Base Attack 40 CMB +50 ; CMD 81
Feats
Clear Mind: May reroll a failed will save in rage,
Fearless Rage: Immune to shaken and frightened conditions in rage,
Increased Damage Reduction +1: +1 DR in rage,
Increased Damage Reduction +2: +2 DR in rage must have +1 DR,
Knockback: Can make a bull rush attempt if successful target takes STR mod damage and knocked back (No Att of Opp),
Moment of Clarity: 1 round of non rage in a rage,
Night Vision: Gain 60ft darkvision (must have low-light vision),
Powerful Blow: Gain +1 and +1 per 4 levels on damage 1/rage,
Rolling Dodge: Gain +1 (+1 every 6 levels) dodge to AC for no of rounds = CON modifier,
Unexpected Strike: Can make an attack of opp if foe moves within square threatened by barb 1/rage,
Agile Maneuvers: Use DEX bonus when calculating CMB,
Dazzling Display: As a full round action intimidate all within 30ft,
Exotic Weapon Prof,
Greater Weapon Focus: +1 to attack rolls,
Greater Weapon Specialization: +2 damage,
Intimidating Prowess: Add STR mod to CHA mod for intimidation check,
Lunge: -2 to AC for 5ft extra reach,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Step Up: Take a 5ft step as an Immediate action when foe steps back,
Weapon Specialization: +2 to damage rolls,
Acrobatic: +2 bonus on Acrobatics and Fly skill checks,
Alertness: +2 Perception +2 Sense motive,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Bleeding Critical: Target takes 2d6 bleed every round on its turn. DC15 heal or magical healing to stop,
Blind-fight: Re-roll miss chance for concealment,
Blinding Critical: Fort DC 10+ base attack or permanently blinded else dazzled for 1d4 rounds,
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Combat Reflexes: DEX mod additional attacks of opportunity,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Critical Mastery: Apply 2 effects to critical hits,
Dodge: Add 1 to AC ,
Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn ,
Greater Shield Focus: +1 AC when using a shield,
Improved Bull Rush: +2 to Bull rush CM and CMD ; no attack of opportunity,
Improved Critical: Doubles critical chance of weapon,
Improved Initiative: +4 Initiative checks,
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Martial Weap Prof,
Shield Focus: +1 AC when using a shield,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Strike Back: Attack foes that strike you whilst using reach,
Toughness: +3 Hit points or +1 per hit dice,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,
Weapon Focus: +1 to attack rolls
Skills Acrobatics 51, Climb 29, Decipher Script 8, Fly 14, Handle Animal 2, Intimidate 57, Know Arch & Eng 3, Know Dungeon 3, Know Nature 3, Perception 45, Ride 52, Sense Motive 9, Survival 21, Swim 30
Languages Common, Orc
ECOLOGY
Environment Temperate hills
Organization Squad 11-20, Gang 2-4, Band 30-100
Treasure Standard
SPECIAL ABILITIES
Armour Mastery Gain DR 5/-
Armour Training Reduced armour check penalty and increases dex bonus by 4
Bravery Save vs fear + 5
Damage Reduction Reduced damage from weapons 10
Fast Movement Land Movement raised by 10
Improved Uncanny Dodge Can no longer be flanked 1
Indomitable Will +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage. 1
Tireless Rage At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn't gain any temporary hit points from her rage.
Trap Sense Reflex save and AC when dealing with traps bonus 5
Uncanny Dodge Retains Dex bonus if flat footed 1
Ferocity:A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Buffing spells pre-cast:
Haste caster level 20
Heroism caster level 20
MAGIC ITEMS (max value 920000)
Amulet of natural armour (+5) +5 Nat armour (50000gp)
+5 (+5 special ability) Hide (100150gp)
Fortification, Light : 25% chance of critical hit or sneak attack is negated (+1 bonus)
Belt of mighty constitution (+2) +2 CON (4000gp)
Boots of striding and springing +5 jump +10 move (5500gp)
Bracers of archery greater +2 ranged attack +1 dam (25000gp)
Cloak of resistance (+5) +5 saves (25000gp)
Eyes of the eagle (+5) +5 perception (2500gp)
Gloves of dexterity (+2) +2 dex (4000gp)
Helm of comprehend languages and read magic also +5 decipher script (5200gp)
Bag of holding (type II) 500 lb (5000gp)
Bag of holding (type III) 1000 lb (7400gp)
Potion of Cure serious wounds - (750gp)
Potion of Cure serious wounds - (750gp)
Potion of Cure serious wounds - (750gp)
Potion of Cure serious wounds - (750gp)
Ring of Protection (+5) +5 AC (50000gp)
Ring of Force shield +2 AC Shield (8500gp)
+5 (+5 special ability) Flail, heavy (200300gp)
Anarchic : +2d6 damage to lawful alignment. (+2 bonus)
+5 (+5 special ability) Battle axe (200300gp)
Keen : Doubles the threat range of a weapon (+1 bonus)
+5 (+5 special ability) Javelin (200300gp)

Total Value = 896150


DM Sheet

Rook quickly triangulates their positions, calculating the most effective positioning, and then simply is in that place. From there he releases a 60 foot cone of mental energy.

Swift action - nomad's step, teleport within 105' to get as many foes in a 60' cone as possible.
Std action, Widened psionic blast, aguented 1. DC 29 will save vs, stun 2 rounds.
Move action - if I am not threatened by an AoO, I will refocus.


Rook. wrote:

Rook quickly triangulates their positions, calculating the most effective positioning, and then simply is in that place. From there he releases a 60 foot cone of mental energy.

Swift action - nomad's step, teleport within 105' to get as many foes in a 60' cone as possible.
Std action, Widened psionic blast, aguented 1. DC 29 will save vs, stun 2 rounds.
Move action - if I am not threatened by an AoO, I will refocus.

Is that a reflex save for stun?


DM Sheet
Sebecloki wrote:
Rook. wrote:

Rook quickly triangulates their positions, calculating the most effective positioning, and then simply is in that place. From there he releases a 60 foot cone of mental energy.

Swift action - nomad's step, teleport within 105' to get as many foes in a 60' cone as possible.
Std action, Widened psionic blast, aguented 1. DC 29 will save vs, stun 2 rounds.
Move action - if I am not threatened by an AoO, I will refocus.

Is that a reflex save for stun?

will save


Stats Doc:
Shttps://docs.google.com/document/d/1cZxwwQpS578d77ggmsBXw6I8nmXyxcbCybVRl3 ASFGU/edit
CurrentStats:
HP 170/170, Speed 30 AC 49, Touch 29, Flat-footed 31, CMD 40, Fort 19, Ref 21, Will 25

Dyrvic steps through the door quietly avoiding the larger piles of ogre giblets.


Rook. wrote:
Sebecloki wrote:
Rook. wrote:

Rook quickly triangulates their positions, calculating the most effective positioning, and then simply is in that place. From there he releases a 60 foot cone of mental energy.

Swift action - nomad's step, teleport within 105' to get as many foes in a 60' cone as possible.
Std action, Widened psionic blast, aguented 1. DC 29 will save vs, stun 2 rounds.
Move action - if I am not threatened by an AoO, I will refocus.

Is that a reflex save for stun?
will save

1d20 + 14 ⇒ (20) + 14 = 34

1d20 + 14 ⇒ (5) + 14 = 19
1d20 + 14 ⇒ (6) + 14 = 20

1d20 + 24 ⇒ (14) + 24 = 38
1d20 + 24 ⇒ (14) + 24 = 38
1d20 + 24 ⇒ (14) + 24 = 38

2 of the basiliks are stunned


DM Sheet

Was that a surprise round or am I getting incoming before I get m next action? Is this where everybody else begins going?


Rook. wrote:
Was that a surprise round or am I getting incoming before I get m next action? Is this where everybody else begins going?

I'm not aware that it was a surprise round -- I just looked up the rules again and it seems a bit subjective. For me, surprise would be if the opponent begins combat concealed from their target. I don't see how this is different from just walking into a room with opponents, and I don't think that's usually counted as a surprise round. The difference would be if you enter a room with stealth and then attack -- that would count as surprise. If you just teleport without concealment, then I think that's the same as just walking into a room.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

I assume that, since mythic haste lasts over 1.5 minutes and no discernable time has passed since the last combat except for Rook teleporting through a door, that Mythic Haste is still active for at least a minute?

initiative: 1d20 + 1d6 + 23 ⇒ (19) + (5) + 23 = 47
initiative: 1d20 + 1d6 + 23 ⇒ (13) + (5) + 23 = 41
initiative: 1d20 + 1d6 + 23 ⇒ (20) + (6) + 23 = 49

If anyone wants to, they can copy Krynn's roll of a natural 20 on init instead of rolling their own init for free due to Squadron Commander.

"Rook is in danger. I sense it through the ward! With me, Angen," Krynn says and rushes after the teleporting crystal, through the Dyrvic just opened and surveys the area. He sees a group of mythic, titanic beasts and knows he has no chance in hell to even try and attempt to trip them as he did the earlier assassins.

"This might be a very difficult fight. Does anyone have a suggestion for getting past them or incapacitating them instead?" He asks, as he tries to distract them!

Feedback: Since we each have rediculous knowledges I looked at the stats. Even for mythic gestalts, CMD 80 seems kind of overkill. Along with 1200 hp each I'm not sure how feasable it is to fight, especially 10 of them at once I believe. They also have +20 to hit over us along with mostly blanket better saves on the orcs. However, if anyone has some sweet cheese to pull out here, Personally I'd love to see it! :) And even with his main avenue of damage shut down, Krynn can always try to be annoying... I assume 220 ft movement is enough to be adjacent to most enemies in the room during the move.

: Actions round 1: Mythic haste move: move into room and pick position. Fullround: Turbo Sweep (doesn't provoke, main attack vs a Hydra), swift: Activate stance of the thunderhawk, +5 ft reach, +4 all AC, enemies provoke from Krynn when they get within 15 ft reach him. Spend 10 stamina: Gain moving target for a round, all attacks vs him have unavoidable 50% miss chance along with 4 afterimages which function as mirror image except they cannot be seen through.

attacks, mythic heroism, mythic haste, combat stamina +5, high ground +2: 1d20 + 40 ⇒ (20) + 40 = 60
damage: 3d10 + 111 ⇒ (9, 1, 2) + 111 = 123
precision damage: 4d6 + 7 ⇒ (6, 5, 4, 5) + 7 = 27

Crit confirm, mythic heroism, mythic haste, combat stamina +5, high ground +2, crit confirm: 1d20 + 40 ⇒ (17) + 40 = 57
Extra Crit damage: 3d10 + 111 ⇒ (10, 10, 10) + 111 = 141

Well, if he keeps rolling crits... that's 291 damage to the targeted hydra and 145 damage to all other enemies in the room since a natural 20 always hits and they take half if the main attack would have hit them. Additional effects: they have bleed 6, a -2 penalty to all saves and a -10 penalty to all attack rolls for 5 rounds.


Clarification -- the battle is happening in the garden, not in the interior building -- I moved Rook and Krynn back outside.


Krynn of the Wyred wrote:

I assume that, since mythic haste lasts over 1.5 minutes and no discernable time has passed since the last combat except for Rook teleporting through a door, that Mythic Haste is still active for at least a minute?

[dice=initiative]1d20+1d6+23
[dice=initiative]1d20+1d6+23
[dice=initiative]1d20+1d6+23

If anyone wants to, they can copy Krynn's roll of a natural 20 on init instead of rolling their own init for free due to Squadron Commander.

"Rook is in danger. I sense it through the ward! With me, Angen," Krynn says and rushes after the teleporting crystal, through the Dyrvic just opened and surveys the area. He sees a group of mythic, titanic beasts and knows he has no chance in hell to even try and attempt to trip them as he did the earlier assassins.

"This might be a very difficult fight. Does anyone have a suggestion for getting past them or incapacitating them instead?" He asks, as he tries to distract them!

Feedback: Since we each have rediculous knowledges I looked at the stats. Even for mythic gestalts, CMD 80 seems kind of overkill. Along with 1200 hp each I'm not sure how feasable it is to fight, especially 10 of them at once I believe. They also have +20 to hit over us along with mostly blanket better saves on the orcs. However, if anyone has some sweet cheese to pull out here, Personally I'd love to see it! :) And even with his main avenue of damage shut down, Krynn can always try to be annoying... I assume 220 ft movement is enough to be adjacent to most enemies in the room during the move.

: Actions round 1: Mythic haste move: move into room and pick position. Fullround: Turbo Sweep (doesn't provoke, main attack vs a Hydra), swift: Activate stance of the thunderhawk, +5 ft reach, +4 all AC, enemies provoke from Krynn when they get within 15 ft reach him. Spend 10 stamina: Gain moving target for a round, all attacks vs him have unavoidable 50% miss chance along with 4 afterimages which function...

There are 3 basilisks, not hydras, and 3 half orcs right now. No one is dead based on that damage. I'll updated the battlemap in a second -- everyone should be in the garden between the outer hall and the inner building to be participating in this battle.

Has everyone else gone yet? If so, I'll have the enemies do their turn.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Eladithas last post was whether he could see what his companions could. Rolling for initiative. Initiative: 1d20 + 14 ⇒ (9) + 14 = 23


Eladithas Starchild wrote:

"What is it?" Eladithas asked the others, sensing their tension.

[dice=Perception]1d20 + 30
** spoiler omitted **

I thought that was a question to the rest of the group -- he can hear the commotion on the other side of the door. As of what I can tell, Rook is the only one who has teleported to the other side of the door -- no one else in the garden, so Krynn can't act unless that can be explained


Krynn how did you get through the door, I don't see where you indicated you opened it.


Eladithas Starchild wrote:
Eladithas last post was whether he could see what his companions could. Rolling for initiative. [dice=Initiative]1d20 + 14

You can't roll Initiative until it's determined you can join combat -- you're still on the other side of a complete barrier.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

The elf godling advances toward the door Rook teleported through. Eladithas opens the door.
Perception: 1d20 + 30 ⇒ (8) + 30 = 38


Eladithas Starchild wrote:

The elf godling advances toward the door Rook teleported through. Eladithas opens the door.

[dice=Perception]1d20 + 30

The door is locked. Elasithas is unable to move it to the smallest degree.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

So, I asked on discord about the door and Rook answered that it was unlocked. Dyrvic also moved through. I assumed that meant it was open. If it isn't open, that would repeat the same question I asked Team Good on discord: Who has the capacity to teleport the rest of us through the door? Surely someone has dimension door or such? If they do, Krynn takes his turn as above after we move through.


Krynn of the Wyred wrote:
So, I asked on discord about the door and Rook answered that it was unlocked. Dyrvic also moved through. I assumed that meant it was open. If it isn't open, that would repeat the same question I asked Team Good on discord: Who has the capacity to teleport the rest of us through the door? Surely someone has dimension door or such? If they do, Krynn takes his turn as above after we move through.

Rook teleported through it. I don't know where that was discussed in the Discord, but that's not correct, it's locked. Until we determine if Krynn can get to the other side of the door, none of these actions apply, and his token needs to be moved back behind the door.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Eladithas begins to looks for a different way around the barricade.


Eladithas Starchild wrote:
Eladithas begins to looks for a different way around the barricade.

You can see the hallway that surrounds the central tower on the map on Astral -- examine that and move your token to where you are exploring.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

The elf godling examines one of the nearby windows to see if that can bypassed.
Perception: 1d20 + 30 ⇒ (18) + 30 = 48
Disable Device: 1d20 + 24 ⇒ (15) + 24 = 39
Escape Artist: 1d20 + 22 ⇒ (15) + 22 = 37


Eladithas Starchild wrote:

The elf godling examines one of the nearby windows to see if that can bypassed.

[dice=Perception]1d20 + 30
[dice=Disable Device]1d20 + 24
[dice=Escape Artist]1d20 + 22

Eladithas Starchild: Perception:
The windows are made of some kind of transparent substance that, though appearing to be glass, is not, in fact glass, but some strange, much stronger alloy or synthetic material. Tapping on the panes does not even slightly move them.

Eladithas Starchild: Disable Device:
There is no device to disable, they are not locked, just apparently impermeable.

Eladithas Starchild: Escape Artist:
There is no place to fit through.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Stymied, Eladithas begins his search for another exit into the courtyard.


Eladithas Starchild wrote:
Stymied, Eladithas begins his search for another exit into the courtyard.

Again, there's a map that's super detailed, and I want you to refer to it -- tell me where specifically you're going and what you're doing.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Eladithas goes south, down the corridor, past the bloackade to find his entrance.


Eladithas Starchild wrote:
Eladithas goes south, down the corridor, past the bloackade to find his entrance.

What do you mean blockade? Your token hasn't moved anywhere, it's still on the other side of the door. Do you mean the southwest corner? Please move yourself to wherever it is you're going.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

I had originally moved the token to a nearby window, north of the door, for which you have told us it is impassable. Therefore, I moved the token south of the door ion the map to motion to the action of my character that he is moving south.


Eladithas Starchild wrote:
I had originally moved the token to a nearby window, north of the door, for which you have told us it is impassable. Therefore, I moved the token south of the door ion the map to motion to the action of my character that he is moving south.

Ok == and I want you to move it to wherever you're going; right now you're standing watching the door, and nothing's changing; if you're just moving slightly south of the door, then that does nothing.


bump


Krynn of the Wyred wrote:

Kind of miffed about all that wasted time for that post to be completely nulled retroactively by a simple closed door :(

Krynn sighs. "I was hoping for us to be able to reach him and not have to do this. But I suppose it's best that he has at least one other person with him for now. Hurry to get to us!" he calls to the others.

He casts a spell, and he turns into a humanoid earth elemental. Then, he disappears through the floor, burrows under the door from his earthglide ability and surfaces on the other side near Rook, using his Aegis to perfectly sense where the crystal was.

Once up, and now huge in size, he brandishes his Katana and readies himself for the coming onslaught directed at him and Rook!

Standard cast, move action 1: move, move action 2 from mythic haste: begin inspire courage at +5. Swift action: assume stance of the thunderbird. Effects: Weapon damage die to 3d8/9d8 for mythic vital strike. +6 natural armor, +5 dodge to ac, +5 competence to hit and damage. Reach 25 feet, if they enter reach they provoke once. Mythic haste and heroism active: +5 hit/+4 damage. Ever ready: +5 hit/+5 damage for an AoO. Each AoO with active buffs would be: +43 to ac, 9d8+141 (+7 precision).

OK, but that's still going to take until next round to do all that, you can't turn into an Earth elemental and travel under the door before the enemies have a chance to act.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

Kind of miffed about all that wasted time for that post to be completely nulled retroactively by a simple closed door :(

Krynn sighs. "I was hoping for us to be able to reach him and not have to do this. But I suppose it's best that he has at least one other person with him for now. Hurry to get to us!" he calls to the others.

He casts a spell, and he turns into a humanoid earth elemental. Then, he disappears through the floor, burrows under the door from his earthglide ability and surfaces on the other side near Rook, using his Aegis to perfectly sense where the crystal was.

Once up, and now huge in size, he brandishes his Katana and readies himself for the coming onslaught directed at him and Rook!

Standard cast, move action 1: move, move action 2 from mythic haste: begin inspire courage at +5. Swift action: assume stance of the thunderbird. Effects: Weapon damage die to 3d8/9d8 for mythic vital strike. +6 natural armor, +5 dodge to ac, +5 competence to hit and damage. Reach 25 feet, if they enter reach they provoke once. Mythic haste and heroism active: +5 hit/+4 damage. Ever ready: +5 hit/+5 damage for an AoO. Each AoO with active buffs would be: +43 to ac, 9d8+141 (+7 precision). All incoming attacks have a flat 50% chance to miss Krynn from Moving Target + spending 5 combat stamina.


This is a mess -- I'm going to go ahead and just use DM fiat to move this forward and reset things. We'll assume somehow Rook gets out of this fix and the party manages to break into the central tower and make it down to the tunnels beneath that lead to the Great Slave Market. However, in the interim, the alarm has been raised, and now the city is sending additional forces to apprehend the intruders. You start out at the foot of the downward stairs. Everyone give me a reset post and we'll continue.


Character Sheet | Reference Image | Init +32, Per +55, low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision | AC 41, T35, FF31, CMD 39, F+25 R+26 W+19 | immune: disease, sleep/fatigue/exhaustion, fear effects, emotion-based effects | Displacement 50%, Evasion, Fortification 100%, Freedom of Movement, Uncanny Dodge |

"Well, that was difficult.

"Do any of you possess the ability to conceal Krynn? Or else to disguise us all as some of the denizens we've seen already? We are mighty, but Self fears that if we have to fight our way through the entire city, even Self could be overwhelmed, over time."

I think this would be a great time to Veil us all, if anyone has an ability like that...or even just to turn Krynn invisible.
.
Alternate 1: Have someone charming (magically, or just VERY high Bluff) try to bluff our way through...maybe try the "Wookie in cuffs" approach, and claim to be transporting prisoners??
.
Alterate 2: Have a stealthy subset of us scout ahead, and then maybe TP the rest to the scouts.
.
Star Love would be a great part of the stealth/scout crew, if we go that route...but isn't really useful for my other suggestions.


F GreengatesResources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Meanwhile: Elsewhere.

This is your automatic opening updater from Leashed-In, THE Abyssal mercenary contact service. A new job opening has become available at a position you applied for, client indicated that you are hired, if you are still interested.

Eh, why not, that one was decently well paid, so, where?

@GM Liliya can teleport thrice per day, but would need an in character reason to know where.


DM Sheet

No veil ability here. I've got stealth 28, not great at our level and without the adders to make it really useful.

"Deception is not my Forte." he says. "But I'll scout the stairs down. Since we know trouble is coming above, we should do our planning on the move."

He will check the stairs for traps, so we can continue down.
perception (Trap finder): 1d20 + 41 ⇒ (15) + 41 = 56 arcane sight, blindsight 30 ft., darkvision 60 ft., low-light vision, true seeing

As we continue down, he will use clairvoyant sense from his third eye to look for threats coming up. This is going to be his default if it helps you plan.


F GreengatesResources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

This is Leashed-in, THE Abyssal mercenary contact service and totally not your Lady in shadows IT-assistant reminding you that third party encryption is crap and that overpriced headgear does not substitute for actual telepathy, but because I am sooo genorous I will also inform you that you may want to check out the great slave market, the most unusual set of murder hoboes you find there are likely to be your "allies" contract locations updated.

Oh, thanks Lady Pi Liliya thought back.

Kn.Planes DC35:

Lady Pi is an unusual Succubus, highly interested in mathematics, she had a interesting set of talets useful for all manner of things, they had reasonably amicable relations, and Lady Pi did share Liliyas view that the Abyss is a rip off, and that mortal vasalls are worth far more then the Larvae they become when corrupted and killed.
She probably had the largest collection of Mathematicians in the Abyss, and her little trick of her true name having to to spoken in decimal numbers rendered attempts to summon her against her will surprisingly difficult.

It was however most interesting that Lady Pi was willing to be helpfull, as she rarely did anything not mathematics related without Nocticulas bidding.

Slightly tipsy Liliya began casting a number of spells upon herself:
Expending mythic power for heroism, mythic.

Spell effects (150 minutes):
--Mythic heroism (+4 morale boni to attack rolls, skill checks and saving throws, with an extra +2 because Liliya is permanently drunk and has the extreme mood swings feat)
--Tears to wine (+10 to Wis and Int checks)
--Glibness (+20 to bluff for lying)
--Freedom of movement

Keeping her more short time effects in reserve for now.


Rook. wrote:

No veil ability here. I've got stealth 28, not great at our level and without the adders to make it really useful.

"Deception is not my Forte." he says. "But I'll scout the stairs down. Since we know trouble is coming above, we should do our planning on the move."

He will check the stairs for traps, so we can continue down.
[dice=perception (Trap finder)]1d20+41 arcane sight, blindsight 30 ft., darkvision 60 ft., low-light vision, true seeing

As we continue down, he will use clairvoyant sense from his third eye to look for threats coming up. This is going to be his default if it helps you plan.

Rook: Perception:
The bottom of the stairs opens onto a long stone corridor. The immediate 30ft in front of the stairs contains no traps. Will update as/when/if you move.

Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.
Star Love wrote:

"Well, that was difficult."

"Do any of you possess the ability to conceal Krynn? Or else to disguise us all as some of the denizens we've seen already? We are mighty, but Self fears that if we have to fight our way through the entire city, even Self could be overwhelmed, over time."

"I... apologize. Perhaps if I had a way to hide as you did, we could have avoided those fights," The white-haired elf says. "Among my people, use of magic in general is looked down upon and considered dishonorable. As a wyred, what you would condiser a slave of sorts, I am granted some leeway in its usage. However, deception magic is something most of us would never consider learning or using, myself included."

"Of course," he adds, with a slight grin. "If someone else were to use it on me instead, in a moment I was... say, caught completely off-gaurd by such an unthinkably dispicable act, that wouldn't be my fault, now would it?"

My interpretation is that Tromek honor codes have ways to skirt around the edges, right Seb?

He looks around and frowns. "It seems we lost Merwyn during the fight... I hope he is all right. Shall I send a message to Mordenkainen to ask for help?"

This would be a way to get Lily to us. Mordenkainen could summon her and then teleport her to us, probably. However, the casting time is 10 minutes, and the alarm has been raised.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

On the other hand, the one who sent us is Mordenkainen himself. He probably already knows Merwyn went missing and might already be summoning Lily only to teleport her over here to us asap. We could say we left some part of us/our hair our such in the tower as a way to be resurrected anyway, and he could use that to scry us and then send her.


F GreengatesResources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Buff package from performance:

+4 to a physical ability of my choice, probably +4 Dex (morale)
+4 Dodge to AC, +8 vs crit confirms, +4 dodge bonus to reflex saving throws
One per rage, you get to make an AoO, even if the action taken would normally not provoke.

All of us have a lot of things going on mechanically, so lets keep the boni relatively simple :).

In contrast to a normal Skalds rage, you are otherwise completely unhindered.

A number of these will improve when I hit level 16.
These Boni will usefully affect everyone, as dodge boni stack. Accurate stance meanwhile does not work with firearms, and witch hunter requires superstition, which makes buffing iffy.
Many other offensive stances also give morale to hit, which I can replicate using heroism.

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