GMDQ's Forces of Nature

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
Game References
Battle Map


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Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Trer flies on over past Salamander 3. "Do you speak common?"


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

As Krowys, with Liber on his shoulder, floats through the portal, he immediately and instinctively switches to Ignan as he sees everything.

Assume Krowys is translating into, and from, Ignan, if you don't speak it.

Ignan:
"Might I ask what is going on here?"

Once he's relatively settled into the plane, he takes a look at the scene in front of him and mentally readies himself for any form of combat. Cone of Cold will probably work, should we have to deal with them, Liber whispers in a bizarre mix of fox-like screams, Infernal, and Celestial.

Speak with Master still is a thing, even with a familiar with Truespeech, which I find hilarious. Unless anyone here has Truespeech, they don't understand it.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston steps through the gate and immediately falls. "Shiii..."

Despite his paunch, he deftly grabs onto the bottom of the gate and swings for a moment, somewhat comically. He twists his neck to spot a good landing point then Dimension Hops. Safely on the platform, he wipes the dust off his cassock... like a cat trying to gloss over a lapse in dexterity.

Reflex Save vs DC18: 1d20 + 15 ⇒ (12) + 15 = 27 Success


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Lazur flys through the portal and sees all of the salamanders. He stands next to Krowys between him and the salamanders waiting to see if a full battle takes place. What is that big thing he wonders.

Kn: Arcana: 1d20 + 17 ⇒ (14) + 17 = 31 + Inspiration (better of 2d8): 2d8 ⇒ (2, 4) = 6 35


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Might as well do the same thing here. Presumably Knowledge Planes or Arcana?

Knowledge (Planes) Liber: 1d20 + 31 ⇒ (8) + 31 = 39
Knowledge (Planes or Arcana. Same Mod.) Krowys: 1d20 + 29 ⇒ (5) + 29 = 34


Forces of Nature Battlemap

Lazur Anil: Which big thing? The city, the golem, or the ship?

Trer, While the salamanders have "common" on their statblocks, I'm going to be nitpicky enough to say planar common and local common are probably different languages.

As Trer flies toward them, inquiring, many of the salamanders hoist spears into a readied position, but their captain holds out its clawed hand, barking an order and they stay still. It clearly switches languages, but it is still hard to make out what he is saying. "War" seems to be the universal word, and he points toward the City of Brass.

When Ariston luckily catches himself, disappears, and then reappears on the platform below, one of them takes a single step toward him, eying him warily.

Krowys's polite inquiry prompts the salamander captain to respond, explaining and pointing at the brass golem,

Ignan:
"Ah, some of the Clueless know the tongue of their betters! You can obviously handle this plane. Join us--this day we sail upon the City of Brass to take it from those wretched efreeti! Join us freely, we will share our spoils. Or our recruiting officer..." He points at the brass golem that appears to be absorbing primordium from the Wellspring, "Could persuade you to join us regardless."


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

The golem.


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Krowys translates to Trer and the others, making it clear these are not his words as they come out near simultaneously as the Salamander speaks.

"'Ah, some of the Clueless know the tongue of their betters! You can obviously handle this plane. Join us--this day we sail upon the City of Brass to take it from those wretched efreeti! Join us freely, we will share our spoils. Or our recruiting officer...Could persuade you to join us regardless.'"

Looking at Trer, he says "Do with this information what you will, Trer."

He then calls upon the powers of Axis to allow him knowledge of whatever language he has no experience in, using the Tongues Hex to be able to speak it for 17 minutes. If Liber detects chaotic auras from the Salamanders, she nudges Krowys to let him know to prepare for a fight.

Whatever language they were speaking:

"We are here simply to refill the device in front of you. Why do you want to take the City of Brass from the efreeti, exactly?"


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

The 'jolly and clueless' look never leaves his face as he addresses his camrades in a deceptively light voice in Common. "Was that a threat? It certainly sounded like one."

Bluff: 1d20 + 6 ⇒ (20) + 6 = 26 just keeping his tone light


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Mira floats through the gate invisibly and watches the discussions unfolding before her eyes. She considers the salamanders, the golem and the City in the distance.

Take 10 on Planes and/or for 49. If we cannot take 10 then here are some rolls

Salamanders: 1d20 ⇒ 20
Golem: 1d20 ⇒ 14
City: 1d20 ⇒ 13

She keeps quiet for the moment, looking to see how things play out.


Forces of Nature Battlemap

Mira, as this could erupt in combat any moment, there's no time and not enough calmness to allow for taking 10, but your die rolls did better anyway. None of these things are so obscure or different so I'll say you have time to make all three rolls, but regarding the city you don't have time to get a good look at it/think about it for too long, so the information there will be limited.

@Lazur Anil and Mira: Both of you have seen golems before and this is definitely a brass golem. As such golems are designed to both be unharmed by and produce flame through a fiery "breath," it makes sense to use one as part of a siege on this plane. You can make a safe guess that the golem has all of the annoying difficulties to damaging it that most golems do, including resisting damage from weapons not made of adamantine, and, what's worth, they have a bad habit of exploding upon destruction. You can guess they are using the primordium to give some extra oomph to the brass golem's capabilities, or perhaps this particular golem just runs on it as fuel rather than another source.

Lazur, as you've done some of your "documentarian" work in Vargild where artificers were needing to expedite paperwork to get permission to make golems, you've particularly seen a lot of these. This appears to be an extremely well made brass golem--Advanced in its design, such that even the gnomes would be impressed.

@Mira: Salamanders are fairly well documented and occasionally encountered, especially in hot regions; there's nothing very unusual about them--they are not elementals but as natives of this plane, fire can't hurt them and like most extraplanar creatures are better attacked with magic weapons. They also have an affinity for the Abyss and are appropriately as nasty and dishonorable. All salamanders are skilled warriors--not good to get close to--and these particular salamanders look like especially seasoned raiders.

As for the city, it is very obviously the City of Brass, the largest city on this plane and run by Ifrits. It is purportedly survivable for all visitors--that's what the glowing sphere around it is for. Salamanders and the ifrits often go to war against one another, so this scenario is not terribly shocking.

=Meanwhile=

The salamander captain looks annoyed as Krowys switches from Ignan to Planar Common. He spits his answer to Krowys's question as though it is obvious.

Ignan:
"Because they don't deserve to have it." He waves a hand to the salamander raiders closest to the golem, and they remove the fuel hose from the golem. Its chest glows a vile red color and smoke begins pouring from its demon-shaped mouth.

"Answer! Join our raid." He scowls. "Or we will make you."

Some of the salamanders on the "island" begin to move toward the ship. Some of the ones on the ship are actively doing things to it, though as none of you have every seen something exactly like it, it's hard to know what.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"I've got Efreeti blood in my veins," Trer mutters. "Don't know much about it, but what I've heard I don't like. They seem like real bastards, but then again so do these lizards. And we don't have time for this. People are dying!" Trer finishes her pondering by flying into a murderous rage. Since everyone is aware of each other, I don't think there's a surprise round? In any case, I'm sorry to be the one that does it, but roll initiative.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Lazur says to the lizard "Threats were the wrong answer!"

That is ok. I was going to kick it off earlier when I answered GMDQs question but I had to leave and didn't have the time to type.


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Grab the third cone, Liber; we will need it, Krowys communicates to Liber privately (speak with master again). Both Liber and Krowys start sifting through the spell component pouch for the requisite material components to swiftly deal with the problem at hand.

Was presumably also going to engage combat soon as well, I don't exactly think invading the City of Brass is something the module has planned, so it's alright by me.


Forces of Nature Battlemap

No one is especially shocked as Trer charges, the salamanders raise their spears, and the others are ready to rebuke the evil creatures' "offer."

Ariston Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Krowys Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Lazur Anil Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Mirabelle Initiative: 1d20 + 14 ⇒ (17) + 14 = 31
The Mighty Trer: 1d20 + 4 ⇒ (6) + 4 = 10
Brass Golem Initiative: 1d20 ⇒ 8
Raiders Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Captain Initiative: 1d20 + 6 ⇒ (3) + 6 = 9


Forces of Nature Battlemap

Combat Round 1
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Mind Blank, Freedom of Movement, invisibility, life bubble, overland flight, darkvision, mage armor, ant haul, false life, greater shapechanger's gift, echolocation, heroism, resist fire 30
Krowys: hp 123/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | Resist Fire 30, resist acid 20 (from mass planar adaptation), overland flight
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22
Ariston: HP 105/105 | TEMP AC 35/34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | Ring of Force Shield, Shield of Faith,resist fire 30
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions that allow a save | displacement, freedom of movement, life bubble, resist fire 30,
The Mighty Trer: HP 195/195 |AC:+4 36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble, ant haul, enlarge person, resist fire 30, resist acid 20 (from mass planar adaptation)
Salamander Firesea Captain hp 144/144 DR 10/magic| AC 32 T16 FF27 | CMD 36/38 vs bull rush, can't be tripped | Fort +17 Ref +15 Will +10 | Immune fire (vulnerable to cold)
Salamander Firesea Raiders hp 90/90 DR 10/magic | AC 21 T14 FF18 | CMD 29/31 vs bull rush, can't be tripped | Fort +14, Ref +9, Will +7 | Immune Fire (Vulnerable to cold)
----Raider 1 hp 90/90
----Raider 2 hp 90/90
----Raider 3 hp 90/90
----Raider 4 hp 90/90
----Raider 5 hp 90/90
----Raider 6 hp 90/90
----Raider 7 hp 90/90
----Raider 8 hp 90/90
----Raider 9 hp 90/90
----Raider 10 hp 90/90
----Raider 11 hp 90/90
Advanced Brass Golem hp 190/190 DR 15/adamantine | AC 34 T12 FF 34 | CMD 47 | Fort +6 Ref +6 Will +7 | Immune fire, magic (i.e., anything that SR applies to; cold and fire have different effects); construct traits: death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not subject to ability damage, ability drain, energy drain, exhaustion, fatigue, or nonlethal damage.

Everybody's up! PS I would not be shocked if I've not got your buffs right at this point so please check and adjust accordingly


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Vulnerable to Cold, you say?!

Concentration Check, DC 27: 1d20 + 17 ⇒ (13) + 17 = 30

Holding the cone of glass in one hand, Krowys steps forward and casts Cone of Cold with a deadpan expression, hoping to end this quick. "I will not be able to handle the Golem, as it is immune to most of my hexes." When he casts it, the air around him grows horribly cold, even for the plane of fire, to the point the Aphorite actually slightly shivers.

DC is 10 + 6 (spell level) + 9 (INT mod) = 25

Raider 1 Ref DC 25: 1d20 + 9 ⇒ (12) + 9 = 21 116 damage
Raider 2 Ref DC 25: 1d20 + 9 ⇒ (3) + 9 = 12 116 damage
Raider 3 Ref DC 25: 1d20 + 9 ⇒ (18) + 9 = 27 58 damage
Raider 6 Ref DC 25: 1d20 + 9 ⇒ (2) + 9 = 11 116 damage
Raider 7 Ref DC 25: 1d20 + 9 ⇒ (10) + 9 = 19 116 damage
Raider 8 Ref DC 25: 1d20 + 9 ⇒ (6) + 9 = 15 116 damage
Captain Ref DC 25: 1d20 + 15 ⇒ (15) + 15 = 30 58 damage

Damage: 15d6 ⇒ (3, 1, 5, 6, 5, 5, 1, 5, 6, 1, 2, 6, 5, 6, 1) = 58

Fearing retaliation, Krowys ask Liber to hand over the third cone of glass that she is holding. She agrees, and flies upwards after handing the cone to the Translator. Arcane symbols and dust swirl around him after he casts, as he fears retaliation from everyone since he revealed he has numerous cold spells prepared.

20% miss chance, activating Crystalline Dust as a move action. AC is 31 since Cone of Cold has a Somatic component

Seeing that the one right next to him is standing, he monotones in Planar Common (albeit with a twinge of worry):

Planar Common:
"Do not try anything, salamander."

Intimidate lol: 1d20 - 2 ⇒ (8) - 2 = 6


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Round 1

My turn is after Krowys so I won't be stepping into that Cone of Cold.

Ariston raises his hands in mock surrender – while holding his holy symbol – and steps towards the edge of the platform, ”You boys should take your war elsewhere.” Holy energy pours out of him in a set of waves, rolling over the platform, warship, and nearly all of the crew.

FREE: 5’ Step
STAND: Elemental Channel to Harm Fire creatures (30’ radius – hits all but Raider #9)
MOVE: Quick Elemental Channel to Harm Fire creatures

Total Damage:
Boss-amander (51)
Raider #1 (46)
Raider #2 (46)
Raider #3 (46)
Raider #4 (65)
Raider #5 (46)
Raider #6 (65)
Raider #7 (51)
Raider #8 (46)
Raider #10 (65)
Raider #11 (65)

BOOM:

Channel Positive Energy (Elemental Channel Hurts Fire)
30’ radius on caster

Harm: 9d6 ⇒ (3, 1, 3, 3, 5, 6, 1, 1, 5) = 28
Boss-amander Will vs DC24: 1d20 + 10 ⇒ (14) + 10 = 24 for ½ DAM – 1/2 (14)
Raider #1 Will vs DC24: 1d20 + 7 ⇒ (4) + 7 = 11 for ½ DAM – FULL (28)
Raider #2 Will vs DC24: 1d20 + 7 ⇒ (12) + 7 = 19 for ½ DAM – FULL (28)
Raider #3 Will vs DC24: 1d20 + 7 ⇒ (6) + 7 = 13 for ½ DAM – FULL (28)
Raider #4 Will vs DC24: 1d20 + 7 ⇒ (15) + 7 = 22 for ½ DAM – FULL (28)
Raider #5 Will vs DC24: 1d20 + 7 ⇒ (12) + 7 = 19 for ½ DAM – FULL (28)
Raider #6 Will vs DC24: 1d20 + 7 ⇒ (5) + 7 = 12 for ½ DAM – FULL (28)
Raider #7 Will vs DC24: 1d20 + 7 ⇒ (19) + 7 = 26 for ½ DAM – 1/2 (14)
Raider #8 Will vs DC24: 1d20 + 7 ⇒ (1) + 7 = 8 for ½ DAM – FULL (28)
Raider #10 Will vs DC24: 1d20 + 7 ⇒ (5) + 7 = 12 for ½ DAM – FULL (28)
Raider #11 Will vs DC24: 1d20 + 7 ⇒ (9) + 7 = 16 for ½ DAM – FULL (28)

Harm: 9d6 ⇒ (6, 3, 2, 4, 5, 4, 3, 4, 6) = 37
Boss-amander Will vs DC24: 1d20 + 10 ⇒ (10) + 10 = 20 for ½ DAM – FULL (37)
Raider #1 Will vs DC24: 1d20 + 7 ⇒ (17) + 7 = 24 for ½ DAM – 1/2 (18)
Raider #2 Will vs DC24: 1d20 + 7 ⇒ (20) + 7 = 27 for ½ DAM – 1/2 (18)
Raider #3 Will vs DC24: 1d20 + 7 ⇒ (20) + 7 = 27 for ½ DAM – 1/2 (18)
Raider #4 Will vs DC24: 1d20 + 7 ⇒ (15) + 7 = 22 for ½ DAM – FULL (37)
Raider #5 Will vs DC24: 1d20 + 7 ⇒ (18) + 7 = 25 for ½ DAM – 1/2 (18)
Raider #6 Will vs DC24: 1d20 + 7 ⇒ (2) + 7 = 9 for ½ DAM – FULL (37)
Raider #7 Will vs DC24: 1d20 + 7 ⇒ (5) + 7 = 12 for ½ DAM – FULL (37)
Raider #8 Will vs DC24: 1d20 + 7 ⇒ (17) + 7 = 24 for ½ DAM – 1/2 (18)
Raider #10 Will vs DC24: 1d20 + 7 ⇒ (3) + 7 = 10 for ½ DAM – FULL (37)
Raider #11 Will vs DC24: 1d20 + 7 ⇒ (11) + 7 = 18 for ½ DAM – FULL (37)

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:35 / T:19 / FF:30 | CMD:27/23

Channel Energy (11): xxxxxx
Quick Bit of Luck (3): x
Bit of Luck (8): xx
Dimensional Hop (170’): 30’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts: x

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3): xxx

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3):
> Restoration:
> <Open Slot>:

3rd Spells
> Aura Sight:
> Dispel Magic (2): x
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot>:

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): xxx
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Shield of Faith = 17 mins


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Knowing the golem to be their biggest for Lazur quickly studies it and steps forward and attacks with three quick strikes. He calls out to his friends "If someone could clear these salamanders near me so I can concentrate on the golem it would be appreciated!"

+5 Inspired Mithral Rapier SC PA 1: 1d20 + 21 + 8 - 4 ⇒ (17) + 21 + 8 - 4 = 42 Damage: 1d6 + 9 + 8 ⇒ (2) + 9 + 8 = 19 Inspireation: 2d8 ⇒ (2, 2) = 4 Attack: 44 Dam: 23
+5 Inspired Mithral Rapier SC PA 2: 1d20 + 16 + 8 - 4 ⇒ (14) + 16 + 8 - 4 = 34
Damage: 1d6 + 9 + 8 ⇒ (4) + 9 + 8 = 21 Inspireation: 2d8 ⇒ (1, 2) = 3 Attack: 36 Dam: 25
+5 Inspired Mithral Rapier SC PA 3: 1d20 + 11 + 8 - 4 ⇒ (10) + 11 + 8 - 4 = 25 Damage: 1d6 + 9 + 8 ⇒ (6) + 9 + 8 = 23

+5 Inspired Mithral Rapier SC PA Crit Confirm: 1d20 + 21 + 8 - 4 ⇒ (17) + 21 + 8 - 4 = 42 Damage: 1d6 + 9 ⇒ (3) + 9 = 12

Shield and Long arm are active. So AC is 35/T19/FF31 and he has a 10' reach. Weapon is +5 so that overcomes Adamantine DR


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Other than the fact that Trer is raging, looks good! Not that it mattered, since we're going first!

Seeing that almost all of the Salamanders have been rendered almost completely defeated, and confident in Mira's ability to mop up the stragglers that survived A chain lightning would taste great right now, Trer decides to finish pounding the golem's face in. First she feints going left before quickly dashing right to get under it's arm, reducing it's reach by 15ft. Then she unleashes a powerful blow!

Greater Vital Bash, +5 or higher equivalent, it appears to be larger than I so +1 more: 1d20 + 33 + 1 ⇒ (5) + 33 + 1 = 39
Bonk: 24d6 + 44 ⇒ (3, 4, 1, 6, 6, 2, 5, 5, 3, 6, 4, 5, 2, 5, 6, 2, 4, 2, 2, 6, 5, 6, 3, 5) + 44 = 142

It's not her finest work, but anything less than the most sloppy of blows from Trer would strike this behemoth. She, combined with the help of her friend Lazur, lay it low. She trusts that if any of the other Salamanders survive Mira's assault, Ariston would survive at least long enough for her to reprioritize targets.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Site is back up finally. I made an error in my damage. Each should be 8 higher.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Creatures with a vulnerability take 50% more damage, not 100%. It looks like raiders 1, 2, 6, 7, 8 took 87 damage from the cone of cold. The captain and no 3 took 43. If the golem was in it then it may have triggered some effect as well. The first harm does 28 to the Captain and all raiders except no 7. The second does 37 damage to the Captain (its marked as half and Full but he failed), 4, 6, 7, 10 and 11 and 18 to 1, 2, 3, 5 and 8. The raiders have 90hp. By my count 1, 2, 6, 7 and 8 are all dead (I have changed them to black borders). 3 has taken 89 damage and is alive with 1HP. 4, 10 and 11 have taken 65 damage. 9 is unharmed. The Captain has taken 108 damage.

Mira delays for her companions to see what needs mopping up and to make the maths easier.

Mira surveys the devastation with a calm detachment as she floats just inside the gate. She backs off a little while still invisible and ponders. Trer likes the lightning, very well.

Electricity sparks again as she becomes visible and unleashes electrical death against the remaining raiders.

Defensively casting empowered chain lightning at the Captain with 9, 10 and 11 as secondary targets. If 7 and 8 are still alive then I will include them as well but I havent rolled for them as I am pretty certain they are done for.

Reflex saves: 4d20 ⇒ (15, 12, 10, 15) = 52
DC31, Captain +15, Raiders +11 as secondary targets, all fail

Damage: 18d6 ⇒ (1, 5, 2, 5, 6, 2, 6, 2, 1, 5, 6, 6, 4, 6, 6, 2, 3, 5) = 73 *1.5 for 109 damage which should finish off all of them.

Surveying the devastation she glances over towards the City of Brass, Really, you thought you could challenge an Empire of Efreeti with this...foolishness.

I think Lazur and Trer have demolished the Golem.

My buffs look right with the exception of shield, which is almost entirely irrelevant, and mass planar adaptation.


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Oh. I'll have to complain to my Tyarant's Grasp DM later. Thanks for the notice.


Forces of Nature Battlemap

Thank you all for sparing me from any die rolls. ;)

The lone salamander near Krowys looks around aghast, shuddering both from sheer pain as well as fear of seeing these near godlike beings before him inflict their wrath upon his kind. He hesitates, and then kneels to the ground, dropping his spear. It clatters and rolls away. He raises his hands up in a multiversal sign of supplication and/or pleading.

Ignan:

"Spare me, mighty destroyers, and I shall forsake my weak and foolish brethren. Make me your servant and I will defend your realms till the end of my days."

We can assume Krowys and/or Liber translates for facilitating the progress.

Fortunately the Wellspring looks unmarred and unharmed from the use of it as a golem fueling station. You should be able to obtain your fire primordium and return to Mara without further intervention. Indeed, if any of the other salamander ships witnessed this, they might even appear to be moving faster away from this area and toward the City of Brass.

If anyone decides to loot the bodies:

The 10 dead crewmen each possess an adamantine spear and a +1 ring of protection. If you walk onto the ship, the captain possesses a +1 adamantine spear, a breastplate of the planes, a ring of protection +1, and an amulet of natural armor +1.

Most of which is like pocket change to people of your stature, but could be useful nonetheless.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston intones (to give the appropriate effect if Krowys' translation doesn't convey the right mood), "For their foolish threat, we have taken your camrades' lives. We take their equipment so that their arms will never be used against us again. You, we leave alive as witness, to convey what you have seen here to your people. Now, collect their gear and pile it before us."

He turns his head to his allies and winks, then heads off to fill the final primordium.


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Krowys does indeed translate for the others into Ignan, adding little to it as he does so, but agreeing after the fact.

Ignan:

"We agree with Ariston. You will be left alive as witness."

Liber floats down to Krowys's level. She's a bit surprised herself at how quickly this was over, and decides to help with putting the cones back into the spell component pouch.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Lazir looks at the flying ship and says to the magic users "Anyone got a way to shrink the ship down and take it with us? A flying ship could be useful."


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston keeps an eye on the salamander to make sure he's doing his job. "I don't, sadly... I was actually wondering if we could take the golem with us. I know of some spells that might repair it or even awaken it. He'd make a great house guard." His eyes go wide for a moment, "Or I might be able to beseech Varan to make him our servant now."

GM, could I use Miracle to 'resurrect' him and make him loyal to us? If the answer is no, that's fine. I'm just noodling here... and we might need the Miracle to help fix some stuff on the island.

My other whimsical idea for using the Miracle was to go see Nisia and use Miracle to conjure up a half dozen whale-sized prawns for Charybdis. XD I don't want the medieval version of PETA or the ASPCA on our asses.


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

"Liber I believe has some remaining innate spells that do the same thing. However, if it is well and truly no longer operational, I do not believe Make Whole would suffice."

Krowys pauses, once again going mentally through his spell list. "I do not believe I have any way to grab this ship for our own ends. I prepared a mix of damaging and healing spells, presuming that my hexes would suffice for utility. Mirabelle, do you have any way to do so?"

Beseech Varan for the whole ship and the Golem both. (This is largely a joke, would probably be best used to fix stuff on the island)


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Mira regards the ship, With some time I might be able to find a way to bring it through. However, there is no guarantee on our plane that it would continue to be able to fly which could be inconvenient. I also dont think it will fit in the Mechanosanctum. Maybe we can find a way to bring it through a Gate of some kind...

She turns to regard the remaining salamander, You should be running by now...


Forces of Nature Battlemap

The salamander does as he is told and brings his compatriots' gear to you, laying it at your feet, while you wait for the sphere to fill.

When Mirabelle suggests he leaves, he looks around at the small island you stand on with some perplexedness. There isn't really any place to go except the ship (which he is not dumb enough to think you'd let him sail away in), the sealed door to the Mechanosanctum (someone good at arcane things may wish to look at that), and the portal back to the earth plane that is 10 feet over his head. He cannot fly, so... he just kind of backs away to near the non-fuelling side of the Wellspring and tries to make himself look small.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Mira ignores the cowering salamander and examines the sealed gate to the Mechanosanctum.

Take 10 if possible for a very high number if arcana or planes


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Lazur walks over to the closed portal and examines is closely to see what it will take to open it if it is possible conferring with Mira as he does so.

Kn: Arcana: 1d20 + 17 ⇒ (6) + 17 = 23 + Inspiration (better of 2d8): 2d8 ⇒ (1, 1) = 2 24
Kn: Planes: 1d20 + 27 ⇒ (10) + 27 = 37 + Inspiration (better of 2d8): 2d8 ⇒ (2, 5) = 7 42
Spellcraft: 1d20 + 27 ⇒ (19) + 27 = 46 + Inspiration (better of 2d8): 2d8 ⇒ (1, 6) = 7 52


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Krowys floats over by Lazur, and he offers whatever knowledge he and Liber have.

Krowys Planes: 1d20 + 29 ⇒ (3) + 29 = 32
Liber Planes: 1d20 + 31 ⇒ (19) + 31 = 50
Krowys Arcana: 1d20 + 29 ⇒ (17) + 29 = 46
Krowys Spellcraft: 1d20 + 29 ⇒ (16) + 29 = 45


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Trer comes out of her rage. "Sorry about that Ariston. If I knew you wanted it, I wouldn't have chopped it into such little bits." She sits down in the air, her fly spell letting her do the unnatural action. "So what do we do after? We got all 4 thingies, is there something else we've got to do next?" She snaps her fingers. "Oh right! Mexno-scotum or whatever. We expecting a big fight on the other side?" She glances over at Knowys as she speaks, she knows she said a word wrong, and wants to see his reaction.


Forces of Nature Battlemap

After dealing with Winter's Gate, the runes on the doorway are no big deal for the experienced minds in the party, and you reactivate the doorway into the Mechanosanctum.

You bring in the sphere, hand it to Mara to refuel the machine, and there is a glurgle, and a hesitation... Slag walks up to the Machine and taps it just slightly with his metallic finger.

Then more gears whir, the whole machine chimes loudly... and you can feel the world around you grow a bit more still.

Mara seems to hear something none of the rest of you can and says, "Everything's stopped. The clouds are clearing. I'm almost afraid to go outside. But shall we?"


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

~ Earlier ~

On top of the golem chunks, Ariston shoves the salamanders' magical gear into the portable hole with his foot. A nascent plan was forming for what to do with some of the wealth.

The Mighty Trer wrote:
Trer comes out of her rage. "Sorry about that Ariston. If I knew you wanted it, I wouldn't have chopped it into such little bits."

Ariston chuckles, "I didn't know I wanted one until after you cubed it. And I'm pretty sure no amount of charm or raw sex appeal would have talked it out of dismembering us... so, you did the right thing."

~ Later ~

Mara wrote:
"Everything's stopped. The clouds are clearing. I'm almost afraid to go outside. But shall we?"

"Definitely. Hopefully, it will be a pleasant surprise." He accompanies Mara towards the exit.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Long Arm, Shield

Lazur pauses and enjoys the sound of silence. He then says "Yes, let us go out and see what we can do. I am sure there are those who need help. Maybe we will think of a way to make a gate large enough to get that flying ship through, even if the gate only exists temporarily."


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Krowys visibily winces at the utterance of "Mexno-scotum," but says nothing further. Liber also visibly twitches, clutching the tiny knife she had received when she was granted the clawed hands in a non-threatening manner as she lands on Krowys's shoulder.

"A flying ship would be useful, yes." Krowys nonchalantly says as both him and his Arbiter familiar float out towards the outside along with Lazur and Ariston.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"I could push-" Trer suggests, pantiming her suggestion, "Really really hard. And then you guys could put it back together on the other side."


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

"Short of a Miracle, I can think of no magic that would allow the moving of a ship between the planes. Once we see how the town and island are doing... we might have a chance recover the boat."


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Mira hesitates for several minutes before heading through the gate to the Mechanosanctum. She looks longingly at the flying ship but also notes the armada in the distance. The salamanders are unlikely to leave this vessel behind so if the group wants it they will need to work fast. Ariston's Miracle could probably move it but the people on the island may need it a lot more to undo some of the damage the elements had caused.

Oh well, easy come, easy go

She floats through the gate back to the Prime, Right people, lets see what sort of damage has been caused and look at what we can do to start putting things right. Someone should probably also notify the Duke.

With that she starts flying back outside.


Forces of Nature Battlemap

You follow Mara through the turning passages up through the Sanctum and at last make it to the exit, her clockwork guardian opening the massive front doors to the exit.

The acrid air strikes your nostrils like a slap in the face, even as a gentle, cool breeze seems to work to make it dissipate. You instantly note that the sky--pitch black the last time you were outside--is clearing, both coils of black smoke dispersing and stormclouds breaking into faint, streaky wisps. Patches of clear, starlit sky push through the clouds. The light of the four moons--themselves purportedly gateways to the elemental planes you just left--cuts through in shimmering waves to illuminate the streets.

The cacophony of winds and rain are gone, leaving an eerie stillness spreading through the nighttime city streets. On the hill where you stand, the city hall where the mayor and guard were shepherding citizens remains intact, thankfully, though surrounding buildings are cracked in places. Trees and tree branches lie broken across rainsoaked streets.

You can see down into the main section of the city below, which has suffered worse than the temple and municipal district you stand in now. The seaside docks are entirely flooded--in sections, they just look like coastline that never had anything built upon them at all. The high city walls protected the city from the worst water damage, but nonetheless, what was the marketplace is now a pond, and houses in the lowlands--those that remain standing--are half-sitting in water.

A shadow crosses over you--but it is not a passing cloud, but the moonlit silhouette of a massive bronze dragon, which roars a greeting to you as it surveys the land.

The door to the city hall opens, and the silence is shattered as a mass of people push their way out, to look upon what is left of Ramsmouth as you are. Many of them hug each other, laugh, and weep, mourning what is gone and grateful for all that remains. Some just sit on the street, dazed and exhausted. Others immediately go about trying to move trees and debris out of the way. Most disperse, no doubt to whatever is left of their homes.

And indeed for all the destruction, the city as a whole stands, and that is thanks to you.

A guard runs toward the man you spoke to earlier this evening as mayor, panic in his eyes, suggesting whatever is happening is not over yet. You could see what he is saying, you could flag down the dragon, you could see what needs doing in the city, or you might even just decide to teleport home and call it a night.

The city stands, if the worse for the wear. You've staved off disaster for 50 more years. The choice is yours. What do you do?


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/8/7/8/6/7/6/5

Mira will float over to the Mayor invisibly to eavesdrop.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston watches the dragon soar for a moment, debating what to say.

”Good news, bad news, Orteza… We saved the island, maybe part of the continent, and a half-dozen Oread. But, in exchange for those Oread lives, I may have prompted a Vault Keeper invasion… so, my bad?”

”Orteza! You look GREAT, real dragony. So, hypothetically, how mad would you be if I accidentally started a potential war?”

The cleric decides to avoid this thorny conversation and work on the one problem he could possibly handle. He heads to the panicked fellow. ”What was that? I couldn’t hear you…” over the sound of dread in my head ”Is there something I can help with?”

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:35 / T:19 / FF:30 | CMD:27/23

Channel Energy (11): xxxxxx
Quick Bit of Luck (3): x
Bit of Luck (8): xx
Dimensional Hop (170’): 30’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts: x

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3): xxx

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3):
> Restoration:
> <Open Slot>:

3rd Spells
> Aura Sight:
> Dispel Magic (2): x
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot>:

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): xxx
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Shield of Faith = 17 mins


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

You forgot a rogue Duodrone Custodian.

Krowys and Liber both head over to Ariston, seeing as they still have a fair few Arcane resources at their disposal. "Hm. We did not hear you; what is it that you said?"

Liber, while Ariston and Krowys are talking, attempts to flag down the dragon, waving her clawed arms in the air.

Krowys is going to see what the 'panicked fellow' has to say, and Liber is going to attempt to flag down the dragon.


Forces of Nature Battlemap

Most of you go over to city hall, and have to be careful not to be trampled by the evacuees rushing out. Mira particularly finds it necessary to stay floating above the crowd lest someone unwittingly run into her.

The guard is out of breath, trying to explain something: "-tunnels had been their lairs. Guess the lava flushed the tougher ones out. Report is there are dozens, maybe hundreds... And even if we could get the cavalry's help, I don't know how we could get enough to 100 miles away to drive them back..."

"Hundreds, are you sure?" the mayor asks.

Meanwhile the dragon circles and dives beyond the other side of the Mechanosanctum. Moments later Senator Orteza emerges and approaches (if Liber flies toward him and follows he allows it, he is just trying to shapechange beyond the sight of the crowd). He walks toward the rest of the party to see what has drawn their attention, but nods to Liber. "Yes, Miss Liber, what is it?


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

”Dozens or hundreds of what?”


Aphorite Pact Witch of Axis Witch 17 | hp 121/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 [Liber HP: 60/60]

Liber monotones to Orteza, regardless of how worried she is: "We have returned from the Plane of Fire. What is the extent of the damage throughout the land? The lot of us still have a bit of spell slots and prepared spells remaining, so is there is anything we can do to help?

Krowys, however, shows more visible signs of concern when talking to the guard than his Arbiter familiar, "I am with Ariston on this matter, as we did not hear your entire statement. What creatures did the lava flush out of the tunnel?"


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Trer perks up. "More strong stuff to fight? And stuff to be had?"

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