TOZ's Last Call (Inactive)

Game Master TriOmegaZero

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On Hiatus

"Hey, sure thing boss." The half-orc grins wide, calling over his shoulder. "ZONK!" Instantly, the rest of the groups snatch up the nearest piece of loot and makes to run for it!

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

"Alrght, if they are not coming out from the Skyreach or Center House 's basements, which doesn't seem to be the case here, then whatever they took are probably just generic magical equipments and nothing of importance. Just mark them as operational loss in the book and let's move on to the task at hand. There will be nothing left to bonekeeping for if the Society is over."

Are we good to move on, or are we supposed to stop them?


On Hiatus

They are still grouped up enough that area effects would be able to catch them all, but after that it won't be worth the time and effort catching them one at a time. Or you can just let them go and move on.


On Hiatus

Flyn notes that one group appears to have been looting the Water Palace of specialized equipment, while the other has classified file boxes from the Grand Lodge. His keen sight also spots a third group attempting to stay hidden among the outbuildings.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

"That...is too much. I think we need to stop them."

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn shakes his head. ”As you mentioned, they probably took nothing of importance..but over among the outbuildings lie another group…and they are trying to stay hidden. I think they might have loot of more import. Perhaps we should pay them a surprise visit instead?”


On Hiatus

No one stopping the first group from scattering? They aren't threatening enough to bother with initiative or maps, so you are welcome to narrate your actions.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Colin will cast Wall of Thorn to stop the first group, and then will spontaneously cast Summon Natural Ally to get 1d3 ⇒ 2 large Air Elemental and have them start Whirlwind-ing to mob the floor with the Water Palace group. Basically catch them in the Whirlwind, which send them to the highest point of the whirlwind(automatic once they're in), then free action drop them to the group, rinse and repeat.

For the box group, Colin will take a slightly more gentle approach and summon 1d4 + 1 ⇒ (4) + 1 = 5 Cyclops and have them Flash of Insight to automatic nat20 stealing the boxes back, then disperse then with greataxes and heavy crossbows.

Used up Wall of Thron, Fire Seeds, and Heal

He will then fly/air walk with the group to pay the hidden group a visit


On Hiatus

Colin fences in the nearest group, allowing the party to deal with the second!

Group 1: Subdued
Group 2: Active
Group 3: Active

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn, not sure exactly of his friends plan, leaves the Cyclops to handle the unsubdued group and stealthily heads over to the hidden group with bow drawn…

Stealth: 1d20 + 33 ⇒ (16) + 33 = 49
Perception: 1d20 + 30 ⇒ (3) + 30 = 33

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Colin has indicated that he will uses his spells to deal with the 3 groups, but apparently the GM only accepted one of them


On Hiatus

The summoned cyclops steal back some of the stolen documents, but the half-orc team scatteres to all directions, leaving the giants to chase them down individually, unable to corral them all.

Group 1: Subdued
Group 2: Escaped
Group 3: Active

How would the party like to handle the last group?

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Did they outrun Large Air Elemental's 100ft perfect fly speed?


On Hiatus

You assigned those to the first group. Since no one else stepped in to help, they were able to get away before the elementals were done working.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

"Don't look at me like I'm the God-Wizard that can deal with everything. Unfortunately, I'm merely a druid." Colin shrugs and follow fellow VC Flyndyngylyn

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad shakes his head, disappointed that someone would be so bad. He also feels bad that he couldn't help, but all his good attacks use fire, and would destroy whatever the bad guys are trying to run off with.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

As we get closer, can we tell exactly what the hiding group is doing or what artifacts they might be carrying off?


On Hiatus

Will Save: 1d20 ⇒ 18

As the party moves to engage, the remaining half-orcs abandon the cover to make a run for it. Quenly casts waves of ecstasy over them, slowing their escape!

Everyone else can take actions to try subdue the group. Flyn does not see any stolen goods on them.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn targets the nearest fleeing half-Orc; he fires blunt arrows to cause nonlethal damage as he hopes to subdue one for questioning…

To Hit: Dex+Base, Magic, Greater Bracers of Archery, Weapon Focus, PBS, Ioun Stone, Deadly Aim, Rapid Shot, Precise Shot, Improved Precise Shot, Point Blank Master, Improved Critical, Nonlethal Shot, Elven Ranger Racial Confirmation Bonus
Damage: Magic, Strength, Weapon Specialization, Greater Bracers of Archery, PBS, Deadly Aim, Manyshot

Magic Composite Longbow (Manyshot): 1d20 + 24 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 ⇒ (17) + 24 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 = 41
Magic/Bludgeoning/Good Damage: 1d8 + 5 + 4 + 2 + 1 + 1 + 8 ⇒ (6) + 5 + 4 + 2 + 1 + 1 + 8 = 27
Magic/Bludgeoning/Good Damage: 1d8 + 5 + 4 + 2 + 1 + 1 + 8 ⇒ (7) + 5 + 4 + 2 + 1 + 1 + 8 = 28

Magic Composite Longbow (Iterative): 1d20 + 19 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 ⇒ (17) + 19 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 = 36
Magic/Bludgeoning/Good Damage: 1d8 + 5 + 4 + 2 + 1 + 1 + 8 ⇒ (3) + 5 + 4 + 2 + 1 + 1 + 8 = 24

Magic Composite Longbow (Rapid Shot): 1d20 + 24 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 ⇒ (8) + 24 + 5 + 2 + 1 + 1 + 1 - 4 - 2 - 4 = 32
Magic/Bludgeoning/Good Damage: 1d8 + 5 + 4 + 2 + 1 + 1 + 8 ⇒ (8) + 5 + 4 + 2 + 1 + 1 + 8 = 29

Total Clustered Shot Damage (assuming all hit): 108


On Hiatus

Flyn's arrows pick off a few of the group, but the rest continue to make a break for it!

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad sighs and lifts his holy symbol and a column of flame descends on the bad half-orcs.

Casting flame strike. Will roll damage if the details are relevant, or happy for the GM to bot the roll if that improves things.


On Hiatus

Reflex Save: 1d20 ⇒ 15
Fire Damage: 15d6 ⇒ (3, 2, 2, 2, 3, 5, 2, 5, 5, 1, 4, 1, 1, 6, 2) = 44

Tad's holy fire burns hot, but not hot enough to stop the group!

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Ignoring the fleeing folk, Flyn runs over to the nearest unconscious half-Orc, tries to rouse him awake…

When he responds, Flyn will ask a couple of questions…

”I will not harm you, just want to ask you some questions…if you answer truthfully, you may leave…

“I assume you are one of Torch’s men, yes? Where is Torch? And what do you know of his mission here? I mean him no harm as I think we have a common enemy here and that’s the one I’m trying to stop…”

Sense Motive: 1d20 + 15 ⇒ (9) + 15 = 24

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Diplo: 1d20 + 21 ⇒ (4) + 21 = 25 to improve attitude


On Hiatus

Bludgeoning Damage: 10d6 ⇒ (5, 4, 1, 4, 2, 1, 2, 6, 3, 2) = 30

The escaping groups fight their way free, causing some minor bruises to the party on their way. Flyn finds most of the remaining half-orcs unconscious, but one remains standing in the thorn wall enclosure.

"Yeah, sure, I'll tell ya. Boss Torch brought us in and everything was quiet until the masked guy showed up. Boss fought him off, but then everything went crazy with undead. He told us to collect the stuff here while Zurnzal and the other top guys got the big stash from some repository. We ain't seen Boss or the masked guy since."

Venture Captains:
The Repository is the highest security vault of magical items and artifacts on the grounds. It is restricted to venture captains and Decemvirate member access only, but your status allowed you to learn how to access it.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

"What about Zurnzal, do you know where he is?"

I assume Colin still takes the damage even if he's constantly flying, as this is simplified combat? If so April will come out with CLW wand and get to work


On Hiatus

"Probably still in that repository thing, unless they got all the stuff Boss wanted."

Half damage for Colin, since he didn't take actions against the last group. I believe Tad and Quenly would avoid half for the second group as well. It's wierd.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn nods to the half-Orc. ”You may go; but come not here again as we will not be so lenient if there is a next time…”

The Elf pulls out his wand, tapping himself several times to heal the minor wounds he suffered during the skirmish…

CLW: 5d8 + 5 ⇒ (6, 1, 8, 8, 4) + 5 = 32

…and he will heal any of his friends if needed…

Turning to his companions, he murmurs, ”Seems like we had best scurry over to the Repository, my friends…”


On Hiatus

Making your way to the northernmost part of the lodge grounds, you find where once there was smooth walls now stands an open doorway. Wide stone steps lead down into the building, showing no sign of traps or guards.

Repository is the yellow circle on the map.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

CLW: 4d8 + 4 ⇒ (3, 6, 1, 3) + 4 = 17 Colin will take care of his own healing, for now.

He will fly toward the Repository with others.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will take point and warily approach the Repository…

Stealth: 1d20 + 33 ⇒ (15) + 33 = 48
Perception: 1d20 + 30 ⇒ (16) + 30 = 46
Survival (Tracking): 1d20 + 28 ⇒ (13) + 28 = 41

…and head down the stairs in the same fashion…


On Hiatus

Descending the stairs eventually reaches a vast storehouse. Coiling blue mist moves around the chamber in thick wall-like sheets rising up to the ceiling some eighty-feet above. The floor and walls are stone, but the outer walls remain partly obscured by the bluish fog. Items of all sorts can be seen through the mist, including a variety of statues, exhibits, arcane apparatuses, bookshelves, and even a distant meditation area briefly visible through a temporary break in the fog. Stone plinths burn with colored fire, each illuminating part of the immense repository chamber. A single set of stairs ascends along the southwestern wall.

The stairs open into the yellow box. Venture captains have memory of the layout, but the blue fog acts as obscuring mists.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Before the team advance further, Colin will start casting spells in anticipation of troubles...

On self: Extended Barkskin, Extended Freedom of Movement, Extended Echolocation, Resinous Skin, Heighten Awareness
On Flyndyngylyn and Quenly who are martials: Extended Barkskin(+5)
On the whole group: Life Bubble

And then survey the surrounding with 40ft Blindsight. Perception: 1d20 + 26 ⇒ (18) + 26 = 44


On Hiatus

Initiative is going to start before you get most of those off.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain
Grandmaster TOZ wrote:
Initiative is going to start before you get most of those off.

I was planning to put those on before going down the stairs like most Pathfinder would do. Unfortunatly a car accident prevented me from posting that in time during the weekend......


On Hiatus

Fair enough, go ahead and arrange yourselves in the starting square.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Done. Luckily I am not injured in the accident if anyone's wondering

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

After tapping himself with his mage armor wand, Flyn will move quietly and warily forward…ears and eyes alert for any telltale sights or sounds…

Taking 10…
Stealth: 10 + 33 = 43
Perception: 10 + 30 = 40
Survival (Tracking): 10 + 28 = 38

Active AC: 40 (+4 Mage Armor, +5 Extended Barkskin)

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

If more actions are allowed at this point, Colin will cast Invisibility SLA on himself and fly 40ft southeast to scout.


On Hiatus

GM Dice:
Quenly: 1d20 + 14 ⇒ (11) + 14 = 25
Flyn: 1d20 + 11 ⇒ (20) + 11 = 31
Tad: 1d20 + 10 ⇒ (11) + 10 = 21
Colin: 1d20 + 12 ⇒ (7) + 12 = 19
4d20 ⇒ (10, 7, 1, 12) = 30

As Flyn and Colin move into the silent archive, the druid's enhanced senses pick out a figure hiding by one of the statues to the south.

Round 1 Initiative wrote:

31 Flyn

25 Quenly
21 Tad
19 Colin
11 Red

Tad and Quenly can take actions with the benefit of Colin's warning.

Silver Crusade

ecclesitheurge of Sarenrae 16

GM, before we move forward, can you please clarify who took what damage in that last set of challenges? It looks like my request for that in discussion got lost, and it's not clear to me who took that damage you rolled. Tad would make sure everyone is all healed up before we moved forward.

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

I believe everyone else took 30dmg, and Colin took 15 dmg for flying/Evasion, and Flyn and Colin heal themselves up with wands already.

Silver Crusade

ecclesitheurge of Sarenrae 16

Before we go down the stairs, Tad forgets planar adaptation to heal himself.

Cure critical: 4d8 + 15 ⇒ (1, 4, 7, 6) + 15 = 33

He forgets create food and water to heal Quenly.

cure: 3d8 + 15 ⇒ (8, 8, 8) + 15 = 39

Now, he casts blessing of fervor to help his friends. (please remember to specify which benefit you want each round)

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

Are we waiting on Quenly or Flyn? I'm confused about the initiative order and who's turn are up


On Hiatus

Quenly takes advantage of Tad's blessing to cast an extended Vanish on himself, moving further into the archive. Unfortunately, the waiting foe seems unbothered by the glamers, casting explosive devices at Colin!

Red Bomb on Colin: 1d20 ⇒ 1
Red Bomb Iterative on Colin: 1d20 ⇒ 7
Red Bomb Second Iterative on Colin: 1d20 ⇒ 17
Dispelling Bomb CL Check: 1d20 ⇒ 12

Only one explosion catches Colin, but he feels it strip away one of his enchantments instead of damaging him! Highest level buff has been dispelled.

Colin:
Assuming echolocation wasn't stripped, you can detect a solid cube blocking line of effect on all sides, shown by the blue square.

Round 2 Initiative wrote:

31 Flyn

25 Quenly
21 Tad
19 Colin

11 Red

Party is now up!

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn moves 50’ SW, firing at red after breaking thru the mist…

Guessing my Holy damage won’t apply as I’m assuming these are Torch’s men and are therefore neutral and not evil?

To Hit Mods: BAB+DEX, Magic, Greater Bracers of Archery, Weapon Focus, Studied Target, PBS, Deadly Aim, Rapid Shot, Precise Shot, Improved Precise Shot, Point Blank Master, Clustered Shots, Manyshot, Improved Critical, Elven Ranger Confirmation Bonus
Damage Mods: Longbow Arrow, Magic, Strength, Greater Bracers of Archery, PBS, Studied Target, Deadly Aim

Magic Composite Longbow: 1d20 + 24 + 5 + 2 + 1 + 1 + 1 + 1 - 4 ⇒ (19) + 24 + 5 + 2 + 1 + 1 + 1 + 1 - 4 = 50
Confirmation: 1d10 + 24 + 5 + 2 + 1 + 1 + 1 + 1 - 4 + 3 ⇒ (9) + 24 + 5 + 2 + 1 + 1 + 1 + 1 - 4 + 3 = 43 (Assuming this confirms)
Magic/Cold Iron/Good/Critical Damage: 3d8 + 15 + 12 + 3 + 3 + 3 + 24 ⇒ (5, 5, 5) + 15 + 12 + 3 + 3 + 3 + 24 = 75

Active AC: 40 / TAC: 35 / FFAC: 32 (+4 Mage Armor, +5 Extended Barkskin)

The Exchange

Male Human Nature Fang Druid 14, Venture-Captain

GM, did you roll for miss chance for attacking through the mist? Or is there no miss chance


All current buffs on Colin, all CL14, same order from the Google Slide
1 Overland Flight(Improved Evasion)
2 Hunter’s Blessing(Undead/Urban)
3 Extended Barkskin
4 Extended Freedom of Movement
5 Extended Echolocation
6 Resinous Skin
7 Life Bubble

Random one dispelled: 1d7 ⇒ 7 Life Bubble gone


On Hiatus
Colin Rosenthal wrote:
GM, did you roll for miss chance for attacking through the mist? Or is there no miss chance

You notice the enemy appears to be wearing some lenses.

Flyn's arrow strikes true, and the holy damage takes effect! Although the tough skin of the half-orc resists some of the damage.

Round 2 Initiative wrote:

31 Flyn

25 Quenly
21 Tad
19 Colin

11 Red (Damage: 65+Holy)

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