GM Cellion's Rusthenge + Seven Dooms for Sandpoint Double Feature

Game Master Cellion

INIT (perception):
[dice=Tao]d20+5[/dice]
[dice=Vildran]d20+3[/dice]
[dice=Sidonie]d20+5[/dice]
[dice=San]d20+5[/dice]
[dice=Bastiano]d20+5[/dice]
[dice=Autumn]d20+4[/dice]

SRD Maps|SRD Handouts


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Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

The dwarf’s joke goes unnoticed, or unappreciated, by the sorceress. “This whole place is wrong,” Autumn murmurs back to Morga in a magical whisper. Her stomach might have become accustomed to the eerie sensation of the place, but there’s still an unsettling prickling at the edge of her consciousness. “Do you see anything in the passage ahead?” She edges forward, but cautiously remains behind San.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
3d20 ⇒ (14, 7, 15) = 36
San speaks the Thassilonian word for open, but there's no reaction at all from the door. Autumn watches the door from a distance, and while she's not sure about the magic behind the glow, she does notice something odd - as San comes a little closer to inspect the inscription she sees motes of rust seemingly floating a little off the surface of the door. She suspects that if someone were to touch the door directly, those motes would expand out to encompass them.

She concludes that it may be possible to disable this effect by scratching out runes on the door's surface (Thievery) or invoking a deity antithetical to whatever power is sustaining this magic (Religion).

Morga isn't sure of the exact religious connection, but the spiked horseshoe does have the look of a holy symbol. She switches to watching the dark corridor to the east, and other than a far-off dripping she doesn't notice anything.

Vildran does sense the door is magical.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“Wait!” Autumn cautions San as he takes a step towards the door. “There … there was rust coming off the door when you approached.” She glances over at the wizard. “Vildran’s right—that door is so trapped. I’m sure that rust would swallow you whole if you touched it.”

She eyes the door warily. “Maybe scratching out the runes—carefully—would ruin the magic? Do you know anything about how Thassilonian magic works?”

What the heck: Religion +1 to recognize an appropriate deity.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 ⇒ 9
Autumn doesn't recall her Thassilonian deities very well, but it seems possible that it might be Lissala?


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---
GM Cellion wrote:
Autumn doesn't recall her Thassilonian deities very well, but it seems possible that it might be Lissala?

If Autumn shares this information:
Whilst staring into the darkness, Morga tries to remember something about the name 'Lissala'.

Religion +7


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

Autumn furrows her brow in thought. “Wasn’t Lissala one of those Thassilonian wizards … or gods … or something?”


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

It's Vildran's time to shine! (Maybe...)

Vildran strokes his chin and eyes the door. Even his antennae squint at it (???).

Lissala is originally of Ancient Azlanti origin. But I will not rule out the relevance here. Let me see...

Recall Knowledge: Thassilon Lore +7 most directly about these runes, but also Lissala's relevance to them.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
2d20 ⇒ (4, 10) = 14
Morga can confirm that Lissala is or was an ancient Thassilonian deity, but she's pretty sure this isn't her holy symbol. Vildran points out that her holy symbol was a seven pointed star - the Sihedron rune - and not a spiked horseshoe. Vildran can also tell that the tiny engraved runes have no complex meaning in Thassilonian beyond their magical one. As Autumn pointed out they seem to be linked to the magical glow and the animation of the rust on the massive door.

None of you are able to identify the exact deity the spiked horseshoe might be referring to.

Whoever wants to try to disable the magic on the door can roll an open Thievery or Religion to do so. Btw, I'm thinking of using the term "open" for non-secret rolls. Feels like it flows better.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none
GM Cellion wrote:
Btw, I'm thinking of using the term "open" for non-secret rolls. Feels like it flows better.

That's a great idea. Might steal/try it soon in games I run.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

San pulls his hand back at Autumn's warning. "Thanks for that. So how do we get this thing open? Did Lissala have any particular interest in skymetal?"


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

Autumn shrugs at San’s question. “No idea. I was just going off your idea of saying ‘open’, but with a bit more oomph—if it’s divine magic, it might help to invoke a Thasilonnian deity opposed to it. Or just destroy the runes.” She seems hesitant to try it herself though, unable or unwilling to do either—who knows what the magic would do if she failed.

Autumn won’t try to disable the magic (low modifiers/not in character) but she’s not opposed to others trying.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

Religion (T): 1d20 + 3 ⇒ (19) + 3 = 22

San shrugs again, "What's the worst that can happen? I already have... this." He gestures to his leg as he pauses. "Let's give this a go."


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

By the time Morga turns around to volunteer to destroy the runes, San is already on it. Instead, she watches carefully, ready to heal him at a moment's notice if necessary.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Vildran is fascinated by his teammates efforts, but divine sources are not quite his forte.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

San considers his options and chooses to offer a prayer to Torag as a means of shielding the group against the magic - after all, the dwarven god's interests were both protection and good, reliable metalworking. As he utters the prayer, the light and the haze of rust both pull back and away from him, giving him a brief opening to reach out and touch the door.

Nice lucky roll! Religion was definitely the more tricky of the two.

Despite its appearance, the door responds immediately at the slightest touch, rumbling as it parts in the middle and swings open. You note both the light and the rust rush back in the moment after San is no longer right next to them. The wide hallway beyond features a black marble floor and large murals on the east and west walls. Massive doors flank this hallway to the north and south. The mural on the western wall depicts an imperious woman standing victorious and invincible, the mangled bodies of her presumed enemies around her. The the east, the mural depicts the same woman surrounded by other tall and important-looking figures, all of whom are bowing down before her. Set on stands in front of each of the two murals are odd black suits of armor. Each suit has feet that looks like hooves and helms that look like bull heads with too many horns. Both are rusty and damaged, but still look quite intimidating even so.

The door at the far end looks similar to the one you just opened, but lacks the glow and the haze of rust.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“Fetch,” Autumn breathes softly as the door yields in response to San’s prayer, both in admiration and amazement that it actually worked. She may need to learn more about the gods herself.

Waiting for the others to enter first, she cautiously follows afterwards. “Anyone you know?” she idly asks Vildran as she glances at the murals on either side. “Any relation to that Xar-Azmak our ‘friend’ mentioned?” But the majority of her untrusting attention is focused upon the black suits of armor.

Perception +4


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 ⇒ 11
Autumn notices the two armors are creaking just slightly, as though a breeze were running through the chamber, though she feels none from the entrance hallway you're all standing in.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“Stop!” Autumn hisses, as she herself freezes outside the hallway. “The suits of armor just moved.” She tenses, ready to run, for her magic, so effective at deceiving the living, is useless against mindless metal.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Just as suddenly as she yells it, Vildran turns towards the suits of armor.

Uh oh!

Detect magic


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

"Morga, your talents may be required soon..." San creeps forward with less enthusiasm. He was hoping the armor would be an interesting artifact. Not something moving on its own.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

Aw, shoot! My post right after Autumn's got eaten. Boo. She was looking at those suits of armor with suspicion too.

Morga nods and moves ahead of San with her shield raised. "If we fight these things, it's going to make a racket. Everybody down here's going to either come running or dig in for ambushes. Do we want to try the dark hall first, or power through here?"


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

"I'm not sure we have a choice. I don't think going back and forth is an option. At least not an easy one. The rust stuff on the door seemed to come back as soon as I wasn't touching the door any longer. We'd probably have to bypass it again to come back in."

Is the rust effect on both sides of the door or just the outside?


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“Does anyone know what these things are? Armor suits don’t just move on their own. Could you invoke Torag again to bypass them?”

Someone other than Autumn should probably make a Knowledge check. :) I expect Crafting here for constructs, but in case it’s relevant, Autumn has Occultism +3.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

"I don't know what they are, but I'm willing to cast an attack spell on them and see what happens. Divine Lance ought to do the trick." Morga volunteers.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

@San: Rust effect is on the exterior (southward facing) face of the set of doors you just opened. Luckily the doors don't seem to close again on their own, though if you left and returned, someone else could come by and close them.

Vildran senses magical auras within the area of the armors stirring. Whether it's Morga and San moving up, or the touch of Vildran's magic upon them, the two armors shift and straighten, before lowering their helms to point toward your team!

INIT:
Morga: 1d20 + 7 ⇒ (17) + 7 = 24
Vildran (arcana): 1d20 + 7 ⇒ (19) + 7 = 26
San: 1d20 + 5 ⇒ (17) + 5 = 22
Autumn: 1d20 + 4 ⇒ (17) + 4 = 21
-
1d20 + 4 ⇒ (5) + 4 = 9
Thanks to Autumn's forewarning, you're all ready to meet them.

All the party goes first.

|||| INIT ||||
Morga
Vildran
San (Rust Creep - Stage 2; -1 penalty on Athletics checks)
Autumn

Blue Bull Armor
Red Bull Armor


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male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Vildran sighs, his antennae slumping on his head.

It looks like we're going to make some noise...

He comes into the room next to Morga and continues to focus on the armor.

◆ Stride 25ft

What are they, what are they...

Sometimes his dwelling and muttering makes it seem as though he doesn't notice the immediate danger.

◆ Recall knowledge: hoping it's Arcana +7 or Occultism +7; but just in case: Nature +3, Religion +3

After thinking on them he takes his let index figure and begins to draw draconic runes in the air...

◆ Cast a spell: Protective Wards (5-foot emanation centered on Vildran)

Protective Wards wrote:
You expand a ring of glyphs that shields your allies. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

With a determined look, San sets his feet and aims his bow. He only winces a little bit as the ache in his leg reminds him the infection is still there. In quick succession he fires two arrows at the moving armor.

Enter point blank stance, Strike vs red, Strike vs red

Shortbow (E): 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 x2 deadly: 1d10 ⇒ 4 20 total

Shortbow (E): 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“So we’re really doing this,” Autumn sighs. Nonetheless, with all of her companions acting as shields in front of her, she feels safe enough to take a step forward so that the armor is within range of her spell. Most archers would have difficulty firing through a throng of people, but the sorceress simply twists her fingers and conjures an ephemeral bolt of magical energy. Blinking in and out of existence, it phases safely through her friends and at one of the black suits of armor. The trick, however, is timing its integrity correctly, and unfortunately the arcane blast also phases harmlessly through its target.

Phase Bolt attack: 1d20 + 7 ⇒ (2) + 7 = 9
◆Stride, ◆◆Cast Phase Bolt vs Red if still alive, otherwise Blue.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

Autumn echoes Morga's thoughts exactly. She flings a lance of spirit energy at the suit on the right before stepping forward to protect Vildran if they advance.

Divine Lance vs. Red: 1d20 + 7 ⇒ (12) + 7 = 19
Spirit damage: 2d4 ⇒ (2, 2) = 4

◆◆ Cast a spell, ◆ Step


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

As always when you roll to identify, please include your primary question.

GM Screen:
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 10 ⇒ (1) + 10 = 11 2d4 + 2 ⇒ (3, 1) + 2 = 6
1d20 + 3 ⇒ (4) + 3 = 7 1d6 + 2 ⇒ (1) + 2 = 3
Now that the armors are shambling, Vildran recognizes them as a variant of animated armor. He knows these constructs will be sturdy (even if they're rusty), but a powerful single hit or wearing them down will eventually render them vulnerable to more serious harm.

While Vildran raises his ward San provides exactly that, sending an arrow cleanly into the rustiest part of the red armor's helm. The helm instantly shatters from that single powerful strike, and then rest of the armor's component pieces clatter loudly to the ground, like you just knocked a whole kitchen's worth of pots and pans onto the floor. Several of the remaining pieces also shatter as they collide with the ground, having been weakened by the rust eating through them.

Unfortunately, while his second arrow is well aimed, it bounces off one of blue's more sturdy armor plates (0 dmg). Autumn follows with a phase bolt that veers off course. Morga attempts a divine lance instead. While the spirit bolt is well aimed, it passes clean through the blue armor without interacting with it in any way.

The remaining armor rears back and then charges Morga almost on all fours. She's ready to receive it though, and between her own defenses and Vildran's wards its knocked off course. It tries for a swing of a gauntlet against her afterward, but its a fruitless endeavor. She's left unscathed.

|||| INIT ||||
Morga
Vildran
San (Rust Creep - Stage 2; -1 penalty on Athletics checks)
Autumn

Blue Bull Armor


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Primary question: resistances


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Vildran concentrates on his protective runes and they expand.

◆ Sustain a spell: Protective Wards (Autumn now covered, +1 AC bonus)

He looks around for a chunk of debris and heaves it with an incantation.

◆◆ Cast a spell: telekinetic projectile
Spell attack, bludgeoning damage: 1d20 + 7 ⇒ (14) + 7 = 212d6 ⇒ (2, 5) = 7

It slams into the bull armor...


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

San takes aim with more arrows, thankful that Morga is there to face the brunt of the attacks.

Weapon (E): 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Weapon (E): 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Weapon (E): 1d20 - 1 ⇒ (15) - 1 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

Buoyed by San’s efficient destruction of the first armor, and protected by a dwarven bulwark, Autumn presses her attack. This time she begins by uttering a sibilant curse, before summoning another piercing blast of unstable magical energy.

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (1) + 7 = 83d4 ⇒ (4, 3, 2) = 9

◆Cast Jealous Hex, ◆◆Cast Phase Bolt


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

Growling in frustration that her spell was useless, Morga grabs her starknife (never feels right in her hand) and tries to punch a hole in the rusty armor before her.

Starknife: 1d20 + 6 ⇒ (16) + 6 = 22
Piercing damage: 1d6 + 3 ⇒ (4) + 3 = 7

Again, she raises her shield.

◆ Interact, ◆ Strike, ◆ Raise shield (AC 20)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Resistances: As an armored construct it has Hardness. It loses hardness if it gets crit or takes enough damage, as well as losing AC.
DC17 I assume for jealous hex.

GM Screen:
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 8 ⇒ (20) + 8 = 28 2d4 + 2 ⇒ (4, 2) + 2 = 8
1d20 + 3 ⇒ (15) + 3 = 18 1d6 + 2 ⇒ (4) + 2 = 6
1d20 - 1 ⇒ (16) - 1 = 15
Vildran finds a loose scrap of the already-destroyed armor and tosses it at the remaining one. It gets dented, but not badly damaged. San sends a trio of arrows into it, but they all deflect off solid plates and don't deal any damage.

The bull armor seems to power through Autumn's jealous hex without getting affected, and unfortunately Autumn's phase bolt phases way off target. Morga has better aim, though the edges of her starknife struggle against the metal she's striking.

The bull armor rears up and then unleashes a hail of blows upon Morga. Though she dodges and blocks two swings of its gauntlets, it gets in with its horned helm for a savage blow to her torso (Crit for 16 dmg).

|||| INIT ||||
Morga (16 dmg)
Vildran
San (Rust Creep - Stage 2; -1 penalty on Athletics checks)
Autumn

Blue Bull Armor (4 dmg)


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

Morga stows her starknife and slaps a coagulating salve on her wounds.

Battle Medicine, DC 15, on Morga: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Healing: 4d8 ⇒ (3, 3, 3, 2) = 11

"Thanks for loaning me your healing kit, Autumn. That's some good salve!" She remarks as she raises her shield once again. It feels like her bones are still vibrating from that hard hit.

◆ Interact, ◆ Battle Medicine, ◆ Raise Shield


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

“Morga! Get out of there!” Autumn cries, unable to believe that a quick dash of salve would do any good. She glances around, trying to think of a way to help the dwarf without endangering herself, but there doesn’t seem to be any options besides a direct approach … so she fires another phase bolt at the rusty construct, then picks up a loose rock at her feet. “San! Stop messing around and kill it!” Waiting for the right moment, she hurls the stone to distract the armor from the elf’s arrows.

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (20) + 7 = 273d4 ⇒ (2, 2, 4) = 8

Aid (ranged attack): 1d20 + 6 ⇒ (18) + 6 = 24

**Cast Phase Bolt, *Aid San (throw rock at armor)


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Hmm, maybe if it gets cold a bit it's more brittle? Let's try...

◆ Sustain a spell: Protective Wards
◆◆ Cast a spell: Frostbite
Cold damage, DC17 basic Fortitude save: 2d4 ⇒ (4, 2) = 6
On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

Getting frustrated, San is buoyed by Autumn's spell's effect. Aiming just where the spell landed, he looses three more arrows.

Weapon (E): 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Weapon (E): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Weapon (E): 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 5 ⇒ (4) + 5 = 9
While Morga discovers just the right application of healing salve for her particular injury, the rest of the party delivers a barrage of attacks. Autumn's aim proves perfect as a phase bolt punches through black breastplate of the remaining armor. Spiderweb cracks quickly spread through the rest of the construct.

Vildran and San take advantage of its sudden vulnerability with a pulse of cold and two arrows that strike clean. The subsequent damage is more than enough and armor is shattered! Rusty scraps fall to the floor to lie still.

Combat Over!
You each gain 80 XP
-----

Though you now stand among the scattered scraps of the two guardian armors, the doors beyond to the north remain closed. Just like the southern doors, it seems you may be able to open them with a touch. Thankfully they're neither glowing nor sheathed in a haze of rust.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

"Whew!" Morga sighs and sags against the wall. "Thanks for finishing it off. ... Oof. That thing packed a whollop." She rubs her shield arm, trying to work out the last of the tingles. "Do we rush on now, or can I take a few minutes to finish patching myself up?"

She's not looking forward to continuing, honestly. But she wants to know what's going on; the others are certainly determined; and as the most well-armored person in the group, it's her duty to stand between them and any threats to their safety. The weight of that duty settles heavily on her shoulders, now that she has a taste of what it entails.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

Exhaling a cool sigh of relief, Autumn moves to Morga’s side, carefully avoiding contact with the rusty debris that now litters the hall. “I’m just glad you’re alive,” she responds to the dwarf, while leaning over to inspect the wound. “That’s … fetch,” she says, astonished and impressed that it’s already healed so much after such hasty treatment.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

She pauses, listening for the sound of any cultists, then nods at the cleric. “Let’s make sure you’re fully fit first.”

1 vote for time to Treat Wounds, then maybe San(?) could open the next set of doors, while Autumn keeps a respectful distance.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

"Yeah, moving armor was not expected for sure. Lets take a minute to patch up. Thanks for taking the brunt of the attacks Morga." San takes the time to refill his quiver from his pack and has a look around the room while preparations are made to move on.

2 votes. I'll take point on the next door. Also taking some time to check for traps. +5 perception


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

Vildran walks over to the fallen armor chunks. He leans down and feels one to see if it's still cold to the touch.

It seems anything can be a hazard in this place.

He sits down against the wall, next to where Morga is leaning and pulls out his spell book to look over some notes in the back.

Refocusing

Once the team is ready to open the next door he concentrates on it.

Detect magic


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 ⇒ 4
Neither Vildran nor Autumn notice any traps on the next door nor any other hazards, but when Autumn presses her ear up against it she can vaguely hear a muffled chanting. With the door being rather solid she can't make out the words or the number of chanters - which is probably for the best because you just had a rather loud fight in the hallway.

Vildran doesn't detect any magic from the door.


Male Elf (Seer) Fighter 1 | HP 5/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: ---

"You didn't hear any dog barks or growls did you? Good..."

San moves to the door and makes sure everyone is in place, giving time as needed, before giving it a nudge in the right direction to open it.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: Light
Remaining Resources:
3/3 1st level spells; 1/1 focus point; 0 hero points

Autumn silently shakes her head. “Just muffled chanting. But that doesn’t mean the dog’s not in there.” Edging closer to one side of the door, she steels herself for what might appear once San opens it. In response to her focused gaze, the ornate tree tattoo on the inside of her forearm slowly pulses with a soft, subdued light, burnishing the leaves with the colors of a fading sunset.

Refocused while Morga tended her wounds. Repeat a Spell (Shield) in preparation for combat.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 16/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 3/4; 1 1/2 | Active Conditions: ---

Morga nods her thanks and sets to work on her wounds.

Treat Wounds DC 15 (Morga): 1d20 + 7 ⇒ (17) + 7 = 24
HP healed: 2d8 ⇒ (2, 2) = 4
She's at 19/20 now.

"Eh, good enough," she grunts as she packs up the healing kit. Settling her shield on her arm, she nods at San. "Ready. Need some backup?" She moves up beside San and casts Guidance on him when he's ready to handle the door.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨15 | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑☑☐force barrage | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: none

As the party prepares for the door to open, Vildran jumps back into "ready" stance, his body tensing.

For lack of a better preparation idea he leans his staff forward, in case some offensive flames might soon be in order.

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