[Outpost VIII]Redelia's Unleashing the Untouchable

Game Master Redelia

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The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Garam will rise up to the level of the top of the ziggurat.

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)
GM Redelia wrote:
Is everyone else where they want to be at the moment?

I'm fine with where I am (which is good as I've used up all of my actions!). When initiative happens, Thargash will use his heightened awareness to get the +4 on his roll (in fact he will do that on all initiative rolls whenever he has heightened awareness on him).


Venture Lieutenant, Play by Post (online)

OK, one more round of actions for everyone, team. (This scenario seems to have forgotten how high level you are. Right now, we are waiting for someone to do the thing that the scenario says triggers combat, or something else that triggers combat by the rules.)

Grand Lodge

Male CG Human (Kellid) Shaman 13 | HP 87/96 | AC 24 (T14 FF 22) | CMB +12, CMD 24 | F: +9, R: +9, W: +14 | Init: +2 | Perc: +7, SM: +7 | Speed 20ft |Tree Limb 3/4, Spirit Ridden 1/1, Powerful Smash 4/4, Shirt Reroll 1/1, Pin 1/1, Nature's Gifts 1/1, Guiding Spirit 1/1 |Spells: Updated in Profile | Active conditions: Darkvis, Planar Adap, delay poison, life bub, hunt bless, airwalk

Scratching his head in confusion about all the to-do and waiting, Gurkagh begins wandering up the stairs.

A move action up the stairs. If you need someone to trigger a combat, Gurkagh's your man :)

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

If Aquana cannot see them from where she is, she will cautiously move up the next flight of stairs.

Scarab Sages

Male N Tiefling Magus 14 Bard 1 | HP 152/152 +20 temp & DR 10/adamantine| AC 33 T 19 FF 29 | CMB +9, CMD 31 (36 vs Grapple) | F: +20, R: +19, W: +19 | Init: +15 (+4 w/ H. Awareness; +2 w/HB) | Perc: +21, SM: +1 | Speed 30ft (Fly 40ft) | Bardic (3/8) | Arcane Pool (3/12) | Elemental Might (0/4) | Active: Stone Skin (140) Abl Barrier (50); Def Bone (50); Lucky # (8); Arcana +22 / 28 Dung. +11 / 22 Local +11 / 16 Nature +11 / 22 Planes +14 / 24 Rel. +12 / 25

Sorry for the posting delay - flying back from vacation on a redeye always takes a lot out of me.

Tsrvk Knowledge Religion, HA: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Froo Froo Knowledge Religion: 1d20 + 25 ⇒ (7) + 25 = 32 +2 if undead

And Knowledge rolls for the big thing in the middle once it can be seen, if it's also a Religion check
Tsrvk Knowledge Religion, HA: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Froo Froo Knowledge Religion: 1d20 + 25 ⇒ (1) + 25 = 26 +2 if undead

Round 1 of pre-initiative actions
Spying the Cinderghosts, Tsrvk activates his scimitar.
Swift action to spend one point of arcane pool (2 of 12) to add ghost touch, icy burst, and shock to his scimitar

Then he casts greater invisibility on himself and stealthily advances closer to the summit of the ziggurat.
Stealth, invisible: 1d20 + 3 + 20 ⇒ (8) + 3 + 20 = 31
Standard action to cast Greater Invisibility; move action to fly closer at half speed

Round 2 of pre-initiative actions
Tsrvk retrieves his extend rod and uses it to cast an extended Twisted Innards on himself, ready to attack the nearest ghost as soon as his comrades give the signal.

Tsrvk will dismiss Heightened Awareness for +4 on initiative when it happens.

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)

"I think its worth waiting for those who can work from range." suggests Thargash.

I'm guessing we should be able to trigger the combat by having the members of the party who can blast the creatures from range do that this round? Given I suspect that will involve area of effect spells I'll wait for Garam and Tsrvk do take their rounds worth of actions before taking mine, to avoid making targeting AoE spells tricky.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Garam is planning to cone of cold the top of the ziggurat, not sure if you want to put us into init or treat it as a surprise round or what. There is no way they are unaware of our presence at this point surely?


Venture Lieutenant, Play by Post (online)

The scenario says that the enemies initiate combat when the party has moved forward to a certain point. I will roll initiative when that happens, or when the party initiates the combat. I consider an attack to be the party initiating combat, so one person in the party could use an attack spell. That attack spell would go off, and this would also initiate combat, so I would roll initiative as soon as that one spell is resolved. I'm being quite literal to the wording of the scenario here, but I am fine with that as long as it works to the party's benefit.

Scarab Sages

Male N Tiefling Magus 14 Bard 1 | HP 152/152 +20 temp & DR 10/adamantine| AC 33 T 19 FF 29 | CMB +9, CMD 31 (36 vs Grapple) | F: +20, R: +19, W: +19 | Init: +15 (+4 w/ H. Awareness; +2 w/HB) | Perc: +21, SM: +1 | Speed 30ft (Fly 40ft) | Bardic (3/8) | Arcane Pool (3/12) | Elemental Might (0/4) | Active: Stone Skin (140) Abl Barrier (50); Def Bone (50); Lucky # (8); Arcana +22 / 28 Dung. +11 / 22 Local +11 / 16 Nature +11 / 22 Planes +14 / 24 Rel. +12 / 25

Tsrvk will attack via melee (rather than AoE) immediately after the cone of cold goes off.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Once again Garam's eyes go hazy and snowflakes begin to float around him. He quickly conjures a ball of snow and ice and directs it across the top of the ziggurat, freezing everything in its path. He then quietly slips back towards his allies.

Actions:

Swift action to Invoke Patron for:
Curiosity: +2DC for Hexes and Patron Spells
Reckoning: +1 insight bonus to damage per dice rolled with spells and natural attacks. +4 bonus to confirmation rolls with the same.

Standard action to lose flesh to stone and instead cast sickening, empowered cone of cold with Preferred Spell and Spell Perfection.

Move action to fly

I should remain invisible under greater invisibility.

Empower Spell
Preferred Spell
Sickening Spell
Spell Perfection

Cone of Cold

SR if it applies, blue: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
SR if it applies, purple: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
SR if it applies, turquoise: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
SR if it applies, green: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
SR if it applies, thing in the fire: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26

Damage: 14d6 + 42 ⇒ (4, 4, 3, 6, 5, 1, 6, 2, 4, 5, 3, 3, 4, 5) + 42 = 97 *1.5 for 145 damage and sickened on a failed reflex save
DC31 reflex save

+1 damage per die from Reckoning
+1 damage per die from the Orc Bloodline
+1 damage per die with cold spells from the White Dragon Bloodline

Conditions

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Spell DC: 10 +11 Int + spell level
Evocations: +2 greater spell focus
Cone of Cold: +2 spell perfection
Cold spells: +1 from Winter Witch Archetype


Venture Lieutenant, Play by Post (online)

The ashy creatures are all obliterated by the cone of cold washing out from Garam's hands. (even if they made their saves, that much damage combined with vulnerability would end their miserable unlives)

The creature in the center is not impacted at all by the cold magic (immune to cold). You will not know any more about this creature until it steps out of the fire cyclone.

You also notice that the fire cyclone is entirely unchanged by Garam's magic; it appears that stronger water or cold than your spells will be needed to supress the fire cyclone.

init:

Targash: 1d20 + 6 ⇒ (11) + 6 = 17, extra +4 with HA
Garam: 1d20 + 17 ⇒ (15) + 17 = 32, extra +4 with HA
Gurkagh: 1d20 + 2 ⇒ (5) + 2 = 7
Tsrvk: 1d20 + 15 ⇒ (10) + 15 = 25 +2 if Hunter’s Blessing applies; +4 if Height Aware
Aquana: 1d20 + 2 ⇒ (16) + 2 = 18
bad guy in flame: 1d20 + 2 ⇒ (2) + 2 = 4
???: 1d20 + 4 ⇒ (16) + 4 = 20

The entire party is up. (yes, that includes Garam; that attack happened just before initiative)

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Can we see the figure inside the column of fire sufficient to be able to target it?


Venture Lieutenant, Play by Post (online)

Yes, you can target it. You see a blob, and know there is something there well enough to target, but not enough to identify.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Hovering in place Garam weaves ephemeral threads of fate around the creature...

He then floats off to one side in the hope it does not know where he is.

Actions:

Standard to use the Retribution Hex. DC30 will save negates.

Retribution (Su) (Advanced Player's Guide pg. 68): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)

Does it look like the creature in the fire cyclone could be targeted with melee attacks and if so, does it look like there is any risk that the cyclone could damage the weapon being used?


Venture Lieutenant, Play by Post (online)

Yes, you could melee attack, at least from the direction where the creature is closer to the edge (check the map to see what I mean). You are not aware of any reason the fire cyclone would hurt your weapon, but it does look very hot in a way that might suggest that it might hurt the person holding said weapon.

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)

I'm guessing as Thargash is large and has a 15 foot of reach he should be able to strike the creature through the cyclone without needing to exposing himself to too much of the heat from the cyclone? Assuming that is the case then he will try and attack it.

If it looks like Thargash can use his reach to avoid taking excessive damage:
Thargash strides forward through the air, flies into a range, and aims a single powerful blow at the foe lurking within the cyclone...

He will do a single attack with vital strike and destructive smite.
Furious, raging attack + PA(FF) + bulls strength: 1d20 + 27 - 0 + 1 ⇒ (6) + 27 - 0 + 1 = 34
slashing, +6 magic, adamantine damage + PA + bulls strength + lead blades + vital strike + destructive smite: 8d6 + 22 + 9 + 2 + 6 ⇒ (5, 5, 1, 1, 2, 5, 2, 3) + 22 + 9 + 2 + 6 = 63

Just in case the cyclone is providing any sort of concealment Thargash has blindsight from his echolocation spell.


Venture Lieutenant, Play by Post (online)

Thargash is able to stand far enough away from the fire to avoid injury.

His blade smashes into the lurking creature, but is not able to do as much damage as he thought it should. (DR; let me know if your attacks should bypass certain kinds of DR.)

Tsrkv, Aquana, and Gurkagh?

status: thing in fire, -48 HP

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)

As his sword counts as a +6 magic weapon when he is raging, it should cut through all DR up to and including DR/epic (i.e. magic, silver, cold iron, adamantine, alignment, and epic) if any of those are relevant. From a physical damage type point of view it does slashing damage.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Did the thing save against my Hex?

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Aquana looked rather impressed as Garam annihilated the ashy creatures. And since the thing in the fire is targetable, she fires a volley of maximized missiles at it. (25 force damage)

Scarab Sages

Male N Tiefling Magus 14 Bard 1 | HP 152/152 +20 temp & DR 10/adamantine| AC 33 T 19 FF 29 | CMB +9, CMD 31 (36 vs Grapple) | F: +20, R: +19, W: +19 | Init: +15 (+4 w/ H. Awareness; +2 w/HB) | Perc: +21, SM: +1 | Speed 30ft (Fly 40ft) | Bardic (3/8) | Arcane Pool (3/12) | Elemental Might (0/4) | Active: Stone Skin (140) Abl Barrier (50); Def Bone (50); Lucky # (8); Arcana +22 / 28 Dung. +11 / 22 Local +11 / 16 Nature +11 / 22 Planes +14 / 24 Rel. +12 / 25

Tsrvk is also quite impressed to see the ghosts vanish so easily. He gives a low whistle of appreciation and then turns his attention to the giant Pac-Man, wondering how best to attack it.

Seeing that the creature appeared to resist some of Thargash's attack, and no longer being worried about the incorporeal ghosts, Tsrvk alters the magic flowing through his scimitar.

Swift action to spend 1 arcane pool (3 of 12) to change the temporary enhancements to the scimitar to: +3 (raising it to +5) and Shock.

Then he casts intensified shocking grasp and advances to within 10 feet of Pac-Man and pokes at it with his scimitar.

Standard action to cast (using one charge of the Piercing Rod embedded in the scimitar for spell resistance) and Move action to move. Deliver spell using Spellstrike.

Note: Tsrvk has Longarm active so his reach is 10'.

Note: Tsrvk has Greater Invisibility active. I sort of assume that whatever this is it'll be able to deal with that but if not Tsrvk gets a +2 on his attack and ignores the creature's Dex bonus.

+5 Adamantine Holy Keen Shock Scimitar: 1d20 + 21 ⇒ (16) + 21 = 37 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex. Also, additional +3 if the creature is wearing metal armor, carrying a metal weapon, or made of metal.
S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 11 ⇒ (6) + 11 = 17
Holy dmg if it is evil: 2d6 ⇒ (1, 5) = 6
Electricity dmg from Shock: 1d6 ⇒ 6
Caster check vs SR if applicable, piercing bonus: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29
Electricity dmg from Intens. Shocking Grasp: 10d6 ⇒ (3, 2, 1, 4, 5, 1, 4, 2, 4, 4) = 30

CRIT CONFIRMATION +5 Adamantine Holy Keen Shock Scimitar: 1d20 + 21 ⇒ (4) + 21 = 25 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex. Also, additional +3 if the creature is wearing metal armor, carrying a metal weapon, or made of metal.
BONUS CRIT DMG S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 11 ⇒ (4) + 11 = 15
BONUS CRIT DMG Electricity dmg from Intens. Shocking Grasp: 10d6 ⇒ (1, 1, 1, 2, 1, 3, 6, 2, 6, 1) = 24
If the crit confirms (doubtful but maybe it doesn't see his invisible self and is wearing plate mail...) then the creature needs to make a DC 20 Fort save vs Staggering Critical. On a fail it is staggered for 1d4+1 rounds. On a success it is still staggered for one round.

Note: Tsrvk's current AC vs its retaliation is 35 (17 touch) and he's invisible if that matters for a miss chance.


Venture Lieutenant, Play by Post (online)

Garam, it's unlikely the hex will do anything, so I plan to roll the save if it ever would do anything.

Thargash gets through some but not all of the creature's damage reduction (10 more damage)

Aquana caster level check: 1d20 + 13 ⇒ (2) + 13 = 15
Spell resistance cancels out the magic missiles

Tsrvk hits hard, but not critically hard. He also gets through most, but not all, of the creature's damage reduction.

At 10 feet away from the creature, so 10 feet away from the fire vortex, Tsrvk takes 2d6 ⇒ (5, 1) = 6 damage.

status: -102 HP

Gurkagh is still up.

Grand Lodge

Male CG Human (Kellid) Shaman 13 | HP 87/96 | AC 24 (T14 FF 22) | CMB +12, CMD 24 | F: +9, R: +9, W: +14 | Init: +2 | Perc: +7, SM: +7 | Speed 20ft |Tree Limb 3/4, Spirit Ridden 1/1, Powerful Smash 4/4, Shirt Reroll 1/1, Pin 1/1, Nature's Gifts 1/1, Guiding Spirit 1/1 |Spells: Updated in Profile | Active conditions: Darkvis, Planar Adap, delay poison, life bub, hunt bless, airwalk

Unsure exactly what's happening--or what the creature in the fiery cyclone is--Gurkagh strokes his beard and looks on, confused.

Total defence. (I don't have anything really for fire monsters, and I don't think I'm going to be needed in any event!).

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Oh for .... I should have accounted for that ... right .. where's that dwemour dust ...


Venture Lieutenant, Play by Post (online)

The creature in the flames tries to cast a spell defensively.

caster level check: 1d20 + 21 ⇒ (11) + 21 = 32

The entire area within 60 feet of the vortex becomes quite a bit darker (now darkness, so none of you can see, unless you have darkvision or some special ability or gear; please let me know when you act what you do about the darkness)

The party is now up. I'm sure most of you have darkvision, so I'm going to leave the map as it is.

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Aquana casts Darkvision

Dark Archive

Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189/189 | AC 41 / 14T / 40FF | Fort +26, Reflex +14, Will +23, (+4 vs Sp/Su abilities of giants) | CMD 39/38 FF | Init +6 (+10 with HA) | Perc +35 | SM +15 | Speed 40' | Spells 1st 6/6, 2nd 4/6, 3rd 4/6, 4th 4/6, 5th 3/4, 6th 3/3, 7th 2/2 | Rage 15/22, W Shape 4/5, D Smite 2/7 | Resistance: Neg Energy 10, Fire 20 | Active Conditions: wildshape (rock troll), FoM, bull str, echoloc, air walk, prot energy (acid, 120), lucky # (13), DE's lore, delay poison, grt longstrider, life bub, hunters bless (P o earth, fire outsider), BB pill, resin skin, barkskin, planar adapt (P o fire)
Aquana Sirena wrote:
Aquana casts Darkvision

As Thargash gave darkvision to anyone who didn't have it at the start of the scenario, Aquana and everyone else in the party should be able to see in the darkness already if you want to save the spell.

Noting that the fire vortex did not appear to do enough damage to Tsrvk in his current position to bypass the party's fire resistance, Thargash takes a step forward before swinging two more times at the creature in the flames...

Furious, raging attack + PA(FF) + bulls strength: 1d20 + 27 - 0 + 1 ⇒ (10) + 27 - 0 + 1 = 38
slashing, +6 magic, adamantine damage + PA + bulls strength + lead blades: 4d6 + 22 + 9 + 2 ⇒ (1, 2, 5, 2) + 22 + 9 + 2 = 43

Furious, raging attack (iterative) + PA(FF) + bulls strength: 1d20 + 22 - 3 + 1 ⇒ (5) + 22 - 3 + 1 = 25
slashing, +6 magic, adamantine damage + PA + bulls strength + lead blades: 4d6 + 22 + 9 + 2 ⇒ (4, 1, 6, 2) + 22 + 9 + 2 = 46


Venture Lieutenant, Play by Post (online)

Thargash's first strike slams into the creature in the flames, but the second hits nothing.

heat damage from being 10 ft from vortex: 2d6 ⇒ (4, 3) = 7

Aquana, you would know you already have darkvision, so you may redo your turn.

Also, the party sees something large and scary looking flying your way. It will be arriving in a round or two. (too far away to ID right now)

status: thing in fire, -140 HP, about half health

The rest of the party is up.

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Aquana attempts to identify whatever it is in the flames.
k planes: 1d20 + 23 ⇒ (13) + 23 = 36

Scarab Sages

Male N Tiefling Magus 14 Bard 1 | HP 152/152 +20 temp & DR 10/adamantine| AC 33 T 19 FF 29 | CMB +9, CMD 31 (36 vs Grapple) | F: +20, R: +19, W: +19 | Init: +15 (+4 w/ H. Awareness; +2 w/HB) | Perc: +21, SM: +1 | Speed 30ft (Fly 40ft) | Bardic (3/8) | Arcane Pool (3/12) | Elemental Might (0/4) | Active: Stone Skin (140) Abl Barrier (50); Def Bone (50); Lucky # (8); Arcana +22 / 28 Dung. +11 / 22 Local +11 / 16 Nature +11 / 22 Planes +14 / 24 Rel. +12 / 25

Tsrvk is relieved to see that the fire from the cyclone is easily fended off by the protection from Mass Planar Adaptation.

He has darkvision so the creature's efforts to dim the lights are meaningless to him.

Tsrvk strikes his scimitar against his breastplate, setting off a loud rich note that vibrates in the air.

Swift action to use Singing Steel armor to activate Battle Dance performance (Bardic rounds 3 of 8)

The sound would undoubtedly give away his position to the huge creature in the fire cyclone so Tsrvk invisibly steps 5' to the side.

He also clicks his heels together to make himself a bit speedier. Free action to activate haste from boots of speed (round 1 of 10)

He is close enough to hit the creature repeatedly so he engages in spell combat. -2 on all attacks

Cast Chill Touch defensively DC 17: 1d20 + 21 ⇒ (14) + 21 = 35
Use one charge from Piercing Rod in scimitar to give +5 on SR check (2 charges of 3 used)

Caster check vs SR if applicable, piercing bonus: 1d20 + 14 + 5 ⇒ (1) + 14 + 5 = 20

+5 Adamantine Holy Keen Shock Scimitar, spell combat: 1d20 + 24 - 2 ⇒ (12) + 24 - 2 = 34 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (3) + 13 = 16
Holy dmg if it is evil: 2d6 ⇒ (5, 5) = 10
Electricity dmg from Shock: 1d6 ⇒ 2
If the spell beat the the creature's SR then...
If the foe is living: negative energy dmg: 1d6 ⇒ 2 + DC 16 Fort or 1 STR dmg
If the foe is undead:
DC 16 Will or Panicked for 1d4+14 rounds

HASTE +5 Adamantine Holy Keen Shock Scimitar, spell combat: 1d20 + 24 - 2 ⇒ (16) + 24 - 2 = 38 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (1) + 13 = 14
Holy dmg if it is evil: 2d6 ⇒ (3, 2) = 5
Electricity dmg from Shock: 1d6 ⇒ 5
If the spell beat the the creature's SR then...
If the foe is living: negative energy dmg: 1d6 ⇒ 1 + DC 16 Fort or 1 STR dmg
If the foe is undead:
DC 16 Will or Panicked for 1d4+14 rounds

SPELL COMBAT +5 Adamantine Holy Keen Shock Scimitar, spell combat: 1d20 + 24 - 2 ⇒ (1) + 24 - 2 = 23 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (6) + 13 = 19
Holy dmg if it is evil: 2d6 ⇒ (3, 2) = 5
Electricity dmg from Shock: 1d6 ⇒ 3
If the spell beat the the creature's SR then...
If the foe is living: negative energy dmg: 1d6 ⇒ 3 + DC 16 Fort or 1 STR dmg
If the foe is undead:
DC 16 Will or Panicked for 1d4+14 rounds

ITERATIVE +5 Adamantine Holy Keen Shock Scimitar, spell combat: 1d20 + 24 - 2 - 5 ⇒ (17) + 24 - 2 - 5 = 34 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (6) + 13 = 19
Holy dmg if it is evil: 2d6 ⇒ (6, 5) = 11
Electricity dmg from Shock: 1d6 ⇒ 5
If the spell beat the the creature's SR then...
If the foe is living: negative energy dmg: 1d6 ⇒ 6 + DC 16 Fort or 1 STR dmg
If the foe is undead:
DC 16 Will or Panicked for 1d4+14 rounds

HASTE CRIT CONFIRMATION +5 Adamantine Holy Keen Shock Scimitar, spell combat, critical focus: 1d20 + 24 - 2 + 4 ⇒ (11) + 24 - 2 + 4 = 37 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
BONUS CRIT DMG S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (2) + 13 = 15
If the crit confirms then the creature needs to make a DC 20 Fort save vs Staggering Critical. On a fail it is staggered for 1d4+1 rounds. On a success it is still staggered for one round.

ITERATIVE CRIT CONFIRMATION +5 Adamantine Holy Keen Shock Scimitar, spell combat, critical focus: 1d20 + 24 - 2 - 5 + 4 ⇒ (8) + 24 - 2 - 5 + 4 = 29 Additional +2 if the creature can't see him and also then the attack is resolved against AC without Dex.
BONUS CRIT DMG S adamantine dmg (should bypass most DR due to +5 enhancement): 1d6 + 13 ⇒ (5) + 13 = 18
If the crit confirms then the creature needs to make a DC 20 Fort save vs Staggering Critical. On a fail it is staggered for 1d4+1 rounds. On a success it is still staggered for one round.

Though he's invisible, Tsrvk waggles his tail like a happy deadhead.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Waiting to see the outcome of that barrage of attacks. Can we ID the flying thing?


Venture Lieutenant, Play by Post (online)

Aquana can't see the creature well enough to ID it because it's in the flames.

Tsrvk swings at the creature, hitting it 3 times, one of which is a critical hit. He gets through most, but not all, of the creature's damage resistance.

status: creature now at -227 HP; badly hurt

turn needed from Aquana, Garam, and Gurkagh.

You can't see well enough to ID the flying creature in detail, but it looks like a dragon or something similar to a dragon.

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Aquana tries to hit it again with maximised force bolts, with Piercing added in, this time using Dwemour Essense to help.

clc: 1d20 + 13 + 5 + 2 ⇒ (15) + 13 + 5 + 2 = 35 SR is now 5 lower. 25 force damage.


Venture Lieutenant, Play by Post (online)

As Aquana's pellets of magic slam into the creature, it slumps over, no longer a threat to anyone.

more on monster, if you're curious:
This was a firey nightwalker.

We are staying in initiative because you can see another enemy coming, although it's possible you won't have to deal with it.

An examination of the area shows that there is a teleportation circle in the center of the fire vortex. Garam's cold magic was not strong enough to supress the fire vortex, but you know that strong enough cold or water magic would be able to do so.

Garam and Gurkagh may act for round 2.

(just a reminder: you know you have a round or two before the dragonish creature arrives)

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Aquana is always curious

Grand Lodge

Male CG Human (Kellid) Shaman 13 | HP 87/96 | AC 24 (T14 FF 22) | CMB +12, CMD 24 | F: +9, R: +9, W: +14 | Init: +2 | Perc: +7, SM: +7 | Speed 20ft |Tree Limb 3/4, Spirit Ridden 1/1, Powerful Smash 4/4, Shirt Reroll 1/1, Pin 1/1, Nature's Gifts 1/1, Guiding Spirit 1/1 |Spells: Updated in Profile | Active conditions: Darkvis, Planar Adap, delay poison, life bub, hunt bless, airwalk

"Maybe fire not like water?" asks Gurkagh. After he whispers a request to unseen forces, a heavy rain suddenly drops gallons of water on the flaming vortex!

Gurkagh will cast create food and water to create enough water to satisfy the thirst of 13 horses (which, Google reliably informs me, is about 325 litres of water).


Venture Lieutenant, Play by Post (online)

Gurkag's spell does not seem to make any difference to the vortex of flame.

You are also all welcome to make a knowledge:arcana or intelligence check to know how to deal with the flame vortex. Your characters may know what to do even if the players do not.

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Hey. If you want to ... could you do that to fill up my swimming pool?

k arcana: 1d20 + 23 ⇒ (6) + 23 = 29


Venture Lieutenant, Play by Post (online)

It will take a minor artifact to deal with this fire vortex to let you go through safely.

(Others may still try these checks)

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Arcana, heroism: 1d20 + 31 + 2 ⇒ (11) + 31 + 2 = 44

Garam examines the teleportation circle.

Scarab Sages

Male N Tiefling Magus 14 Bard 1 | HP 152/152 +20 temp & DR 10/adamantine| AC 33 T 19 FF 29 | CMB +9, CMD 31 (36 vs Grapple) | F: +20, R: +19, W: +19 | Init: +15 (+4 w/ H. Awareness; +2 w/HB) | Perc: +21, SM: +1 | Speed 30ft (Fly 40ft) | Bardic (3/8) | Arcane Pool (3/12) | Elemental Might (0/4) | Active: Stone Skin (140) Abl Barrier (50); Def Bone (50); Lucky # (8); Arcana +22 / 28 Dung. +11 / 22 Local +11 / 16 Nature +11 / 22 Planes +14 / 24 Rel. +12 / 25

"I wonder if that nifty flask that one of us is carrying might do the trick..."

Arcane: 1d20 + 22 ⇒ (19) + 22 = 41
Froo Froo Arcane: 1d20 + 28 ⇒ (10) + 28 = 38

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

Or that Pearl maybe? No harm in finding out.

Grand Lodge

Male CG Human (Kellid) Shaman 13 | HP 87/96 | AC 24 (T14 FF 22) | CMB +12, CMD 24 | F: +9, R: +9, W: +14 | Init: +2 | Perc: +7, SM: +7 | Speed 20ft |Tree Limb 3/4, Spirit Ridden 1/1, Powerful Smash 4/4, Shirt Reroll 1/1, Pin 1/1, Nature's Gifts 1/1, Guiding Spirit 1/1 |Spells: Updated in Profile | Active conditions: Darkvis, Planar Adap, delay poison, life bub, hunt bless, airwalk

"Gurkagh has flask!" he says excitedly to Tsrvk. "Gurkagh throw it at fire?"

Gurkagh has a propensity to throw random objects at bad guys and obstacles :)

Grand Lodge

Female Human Wizard - 13 | F8, R8, W11 | hp: 72/80 | AC20(w MA) | Perc-23, SM-6 | 124312-02

I think you're suppose to pour the contents on the fire.


Venture Lieutenant, Play by Post (online)

The team does indeed realize that the Flask will make magic water that is the only way you can get douse the fire vortex to get to the teleportation circle to continue your journey. You think you just barely have time to pour water from the flask and teleport before this nasty looking dragon can land and attack you.

The Exchange

LN Male Human Sorcerer1|Witch 14 Init +17-21 | HP 165/136 | AC25 | T14 | FF20 | Fort +18 | Ref +19 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30
Resources:
Patron 12|14, Reroll: Unused

Gurgakh, dont throw the damn flask. Point it at the fire and activate it!

Grand Lodge

Male CG Human (Kellid) Shaman 13 | HP 87/96 | AC 24 (T14 FF 22) | CMB +12, CMD 24 | F: +9, R: +9, W: +14 | Init: +2 | Perc: +7, SM: +7 | Speed 20ft |Tree Limb 3/4, Spirit Ridden 1/1, Powerful Smash 4/4, Shirt Reroll 1/1, Pin 1/1, Nature's Gifts 1/1, Guiding Spirit 1/1 |Spells: Updated in Profile | Active conditions: Darkvis, Planar Adap, delay poison, life bub, hunt bless, airwalk

"Gurkagh say, why everyone shout at Gurkagh?" He fumbles with the flask for a few moments before a massive gout of water shoots forth and drenches everyone and everything in the area.


Venture Lieutenant, Play by Post (online)

Gurkagh's fountain of water may be random, but enough of it goes in the right direction that the party is able to quickly step into the teleportation circle unharmed. The last of you to teleport years the dragon roar in rage.

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