PLANESCAPE: Mrs Willymott's excelanet Exterminator Agency

Game Master Johnny_Panic

Mrs Willymott's excelanet Exterminator Agency
is a company that for a price will help its clients remove "infestations". As the company calls them.
She has 12 "Exterminator" teams who do the work.
Your in team 12, also known as the "Bog-Cleaners" as you always seem to get the messy and dirty work.


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I will wait to see what the other players do Shengo but could you roll me perception or detect magic roll.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Chamak flies down to join Shengo. "Might be worth a look. but be ready to leave quick if there's something really dangerous inside."

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Male Gathlain Mageknight||Paladin/Rogue/Wizard

Niloth quickly scans what they can see of the building with his mystical sight. Assuming he doesn't notice anything awry: "I could do a round of the outside of the building like that, but some threats are non-magical, so I suggest we go inside. But if you don't mind moving slowly I can set up a barrier in front of us at all time, for minimal protection."

Showing what he means, he directs crystals strewn around his person to collect into a wall 40ft in front of him, he advances, then the wall vanishes and reforms 40ft away again.

OOC:
Perception 1d20 + 26 ⇒ (7) + 26 = 33

He has Arcane Sight with a 60ft range thanks to his Goggles, so he spots auras immediately, with no wait time.

He uses a simple Barrier ward from Protection, with his Lattice Weaver specialization.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

As the group moves in Chamak watching for any invisible or non-corporeal creatures. From his Spectral Shroud

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

perception: 1d20 + 11 ⇒ (19) + 11 = 30


Male? Outsider (Formerly Human?) Gestalt Antipaladin 6/Paladin 6

"You watch for good-aligned foes, just in case, and I'll watch for evil ones?" Weal and Woe says to Shengo, before activating his own second sight.
Detect Evil

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


In the heart of a forsaken death world jungle, where twisted, gnarled trees stretch their skeletal branches skyward and thick tendrils of toxic vines crawl across the cracked earth, lies the ancient, broken domed building you stand in.

Once a marvel of engineering and spirituality, its massive stone archways and towering columns now stand shattered and overgrown with moss, fungi, and strange luminous flora.

The once-glorious dome, crafted from iridescent materials that shimmer faintly in the dim, eerie light, is now fragmented, with jagged edges and holes that reveal the dark, cloudy sky beyond—an ominous swirl of ash and shadow.

At the structure’s core, amidst the debris and fallen stones, rests a mysterious device of unknown origin.

It radiates an otherworldly glow, pulsating softly with a rhythm that feels almost alive. The device is a complex assembly of shimmering metals, glowing runes, and floating crystalline orbs, suspended in mid-air as if held by unseen forces. Its surface is etched with symbols that seem to shift and shimmer, defying comprehension, hinting at ancient magics or alien technology long forgotten.

Perception results:

You can see the air around it crackles with a faint, humming energy, as if the device is both a relic and a key—waiting silently in the shadows of a fallen civilization. Its power seems to come form the very life around it.
If you have KN Alarna or Spell craft ranks of 6 or more you can tell for all the life round this device its power is Necromancy based.

There are runes on the device, if you have ranks in language skill attempt a roll. Higher the better.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Linguistics: 1d20 + 16 ⇒ (18) + 16 = 34

Chamak doesn't like Necromancy....


As you all entered the broken building, nestled in this hostile death-world jungle, enclosed within an immense, smashed transparent dome designed to withstand the planet’s brutal environment, you inspect the large mysterious alien device.

At its center, There seem to be a class chamber, looking over the odd sigils and symbols you spot a unit command attached to this old sleek yet otherworldly design.

The device is inscribed with alien text:

looking close you see some sybles very close to enchant elvish, with some runic dwaven. The dwarvish gives you a hint to what it is, and then you get it, the use test is runic dwarven the description enchant elvish, so you identify it as a "Essence Transformer unit," and an additional message signals that it is "ready for a occupancy"—a cryptic indication of its operational status or an imminent activation sequence.

As your reading the text, to brush a surface of the device and it emits a faint, ethereal light that contrasts starkly with the dense, twisted foliage and dangerous fauna lurking just beyond the dome’s protective barrier. A surface composed of unknown materials seems to absorb and refract the dim ambient light, while the alien script pulses rhythmically, as if alive and waiting. The device radiates latent Necromantic energy, promising immense power drawn from the life around it.

This enigmatic unit, poised for connection or activation, hints at a purpose both profound and potentially perilous—perhaps to harness or redistribute life energy in a world where survival is a constant struggle. The presence of the Life Essence Transformer in such a forbidding environment suggests an advanced civilization’s attempt to manipulate or sustain life amid the chaos of a death world, casting a shadow of mystery and anticipation over the domed sanctuary.

Do you want to use the device if so how?


Male Gathlain Mageknight||Paladin/Rogue/Wizard

Once they decipher what they can of the device and its purpose, Niloth recoils. "It is anathema to life, and is just as likely to reduce you to an undead husk as it is to empower you. I strenuously warn any of you against using it... But if you cleave to such a path, you should wait until we are well away to do so, lest it tries to draw from our lifeforce.

And if it worked so well... the place wouldn't be abandoned." He recognizes that his warning might tempt some of his companions to make the attempt - out of contrarianism - hence the abundance of arguments to appeal to their self-preservation.


I am going to wait until most players have posted actions then we can move on to the next fun thing :)

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

Shengo Nods to Weal and Woe before activating Detect Good
I'll cast Detect Good as Weal and Woe suggested

Shengo circles the device slowly, hands clasped behind his back, eyes following the pulse of alien light like a heartbeat. He listens to Niloth before interjecting.

“You’re not wrong,” he says evenly. “Anything that feeds on life in a place like this isn’t gentle… and it definitely isn’t generous.”

He studies the chamber again, this time longer.

“But power rarely advertises itself as safe. If it did, everyone would have it.”

A faint smile briefly passes his face.

“I’m not eager to climb inside blind,” he adds, “but I won’t pretend I’m not interested in what it offers. Especially here… where life is already being spent freely.”

He steps back, giving the device space but still looking at it, the urge to gain power tempting him.

“Mark it. If something out there starts trying to drain us anyway, or if it can be fed without costing us… then it’s worth remembering.”


Your detect good dose not ping when scanning the object


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Chamak backs away. "I don't like necromancy. I know it's just magic...."


Male? Outsider (Formerly Human?) Gestalt Antipaladin 6/Paladin 6

Weal and Woe shakes his head and stays well clear, not eager to find out what effects the machine might have on him.


Wounds (55) HP (93) AC (30/27/21) Saves (15/18/12 - 19 mind effecting) Initiative (+12) Spell Points (10/17) Mythic (15/15)

”It is just that, a school of magic like any other. Death is no more unnatural than life.” Fei said offhandedly.

K Arcana: 1d20 + 7 ⇒ (3) + 7 = 10

Unable to tell what it actually did, he stared at the device longingly. He truly wanted to use it just to see what it did…

”But what does it actually do?” He asked, hoping another was more knowledgeable.


As you look around and are careful not to enter the odd alien pod.

Fei Wan as you inspect it Something seems to shift in the air.

If you can sense undead:

Something large moves under your feet, something undead and its coming to unlife

You can all do one move action before what comes next comes.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Chamak flies toward the exit.... Flight speed 60'


Male Gathlain Mageknight||Paladin/Rogue/Wizard

"Is it me or did something change?" Niloth asks, suddenly on guard. But while he trusts his instinct, he hasn't identified any specific threat, so he just moves away from the device.


Male? Outsider (Formerly Human?) Gestalt Antipaladin 6/Paladin 6

Weal and Woe shrugs.

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

Shengo draws his earthbreaker just in case and smirks "Heres hoping it's an entertaining change"


You feel a ripple of pour Chaos, emanate from the device, the life around you seems to wither and die, but become more active.
The very air is full of negative energy.

THE DANGER
For all on the ground made a Ref save DC22, the terrain is now hard.
As the ground around you eroups with black undead tentacles made of dead matter, rotting flesh of local beats and bones.

The stench is horrific Con Save DC25 or be Fortitude save or be sickened, this is a supernatural effect and counts as magic.

Each of you on the ground an air faces a tentacle
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance

Surprise attack Black alien Tentacle
1:TH 1d20 + 18 ⇒ (1) + 18 = 19 DMG 6d6 ⇒ (5, 1, 3, 6, 4, 3) = 22 Type [b] + 4d4 + 4 ⇒ (1, 4, 3, 1) + 4 = 13 Neg Energy
IF HITS GRAPPLE DMB 30

2:TH 1d10 + 18 ⇒ (1) + 18 = 19 DMG 6d6 ⇒ (1, 3, 6, 3, 1, 5) = 19 Type [S] + 4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15 Neg Energy
IF HITS GRAPPLE DMB 32

3:TH 1d10 + 18 ⇒ (9) + 18 = 27 DMG 6d6 ⇒ (6, 1, 2, 3, 5, 2) = 19 Type [P] + 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15 Neg Energy
IF HITS GRAPPLE DMB 24

4:TH 1d8 + 20 ⇒ (2) + 20 = 22 DMG 4d6 ⇒ (4, 1, 6, 3) = 14 [b] + 2d6 ⇒ (2, 5) = 7 [ADIC] 2d4 + 4 ⇒ (4, 2) + 4 = 10 Neg Energy
IF HITS GRAPPLE DMB 28

5:TH 1d8 + 20 ⇒ (8) + 20 = 28 DMG 4d6 ⇒ (4, 6, 5, 1) = 16 [b] + 2d6 ⇒ (3, 6) = 9 [Sonic] 2d4 + 4 ⇒ (4, 4) + 4 = 12 Neg Energy
IF HITS GRAPPLE DMB 34

5:TH 1d8 + 20 ⇒ (3) + 20 = 23 DMG 4d6 ⇒ (4, 4, 6, 4) = 18 [b] + 2d6 ⇒ (5, 5) = 10 [Cold 2d4 + 4 ⇒ (3, 2) + 4 = 9 Neg Energy
IF HITS GRAPPLE DMB 36

If you are grappled you will take the same DNG next round.
If two or more tentacles have you, the DC to get out is +50% per tentical after the 1st one.

Kn PLanes DC24:

This is a demon, pour undead CE and all around you, its all over the building. Outsider


Wounds (55) HP (93) AC (30/27/21) Saves (15/18/12 - 19 mind effecting) Initiative (+12) Spell Points (10/17) Mythic (15/15)

Ref: 1d20 + 15 ⇒ (5) + 15 = 20
Freedom of movement...so I believe that Fei Wan is immune to anything that would impede him, to include grapples
Fort: 1d20 + 12 ⇒ (16) + 12 = 28
K Planes: 1d20 + 16 ⇒ (10) + 16 = 26

How many tentacles?: 1d3 ⇒ 2
Type: 2d6 ⇒ (6, 4) = 10

Flat footed, so both attacks hit. With AC 21 flat footed and +20 to hit, that isn't surprising.

Total Damage: 14 - 2 + 7 + 10 + 18 - 2 + 10 - 7 + 9 = 57
Fast Healing 1, makes it 56

"A demon!" Fei Wan merrily exclaimed. "With undead all around us. All over the building even." With a grin he took to the air, flying away from the tentacles.

Acrobatics to avoid AOO: 1d20 + 17 ⇒ (13) + 17 = 30
Surge if needed: 1d6 ⇒ 3

Energy Strike
( Bracers) Chain Blast (You may spend a spell point to arc your destructive blast between multiple targets. Choose a number of targets no greater than 1 + half your caster level (minimum 2 targets total). Make a ranged touch attack against each of them in order. No target can be farther than 10 feet + 5 feet per 5 caster levels from the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, resistances, or other method, the chain stops and no further targets are damaged.)

4 targets, hitting 4 closest

Ranged Touch Attack: 1d20 + 20 ⇒ (20) + 20 = 40
Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance: 7d6 + 4 ⇒ (3, 3, 4, 1, 1, 6, 3) + 4 = 25

Confirm: 1d20 + 20 ⇒ (2) + 20 = 22
Crit: 7d6 + 4 ⇒ (2, 4, 4, 6, 2, 2, 5) + 4 = 29

Ranged Touch Attack: 1d20 + 20 ⇒ (18) + 20 = 38
Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance: 7d6 + 4 ⇒ (6, 4, 4, 5, 1, 4, 2) + 4 = 30

Ranged Touch Attack: 1d20 + 20 ⇒ (15) + 20 = 35
Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance: 7d6 + 4 ⇒ (4, 4, 6, 6, 4, 1, 2) + 4 = 31

Ranged Touch Attack: 1d20 + 20 ⇒ (8) + 20 = 28
Acid Damage with 20 Ref or Entangled 1 round, reduces energy resistance by 12 and as full round action ignores spell resistance: 7d6 + 4 ⇒ (2, 2, 3, 6, 6, 1, 2) + 4 = 26

While injured, this only heightened the fey's joy. Reaching out into his reserves of power, he covered the tentacles with growing vines, one after another causing them to rot away.


@Fei Wan, this rounds tentacles that hit you crumble and lose there coherence, Next round you roll only 1d2 Tentacle, that attacked you.

Each tentacle has 50hp, if you destroy the ones attacking you the DMG caries over to the mean body of the Demon.

Int roll DC24 or a means to understand an attacker:

The thing is locked to the device, you thing [ooc]if you can but your way out three rounds of wasting ALL the tentacles attacking you, you are out of its attack range.

So @Fei Wan, wasted the two tentacles attacking

26 29 31 30 25 = 50 Tentacle +50 Tentacle +31 Demon Body / Acid resistance 10 so 21 HP DMG Demon body.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

I had stated that I was flying out, moving at 60'. Am I still in the area? If so:

Fort Save: 1d20 + 14 ⇒ (17) + 14 = 31
Know-Planes: 1d20 + 18 ⇒ (7) + 18 = 25

Chamak resists the stench and continues flying out of range of the demon.

Being forewarned by his class ability, he activates his Spectral Shroud to become incorporeal.


Male? Outsider (Formerly Human?) Gestalt Antipaladin 6/Paladin 6

Reflex: 1d20 + 21 ⇒ (18) + 21 = 39
Fortitude: 1d20 + 28 ⇒ (9) + 28 = 37
1d3 ⇒ 2
1d6 ⇒ 4

Do we roll a second d6 if we were hit by two? Should I bother, since none of them hit my AC?

Weal and Woe contemptuously slaps tentacles away.

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

ref: 1d20 + 18 ⇒ (19) + 18 = 37
Fort: 1d20 + 17 ⇒ (16) + 17 = 33
tentacle #: 1d3 ⇒ 1
which tentacle: 1d6 ⇒ 5
definitely hits with flat footed but same as fei wan, freedom of movement should prevent grapple
dmg taken: 16 + 9 + 12 = 37
Shengo's Grin matches Fei Wans "I knew there was fun to be had!"
drawing out his klar, he slams down his earth breaker on the tentacle that hit him and follows up with a swing of the klar
EB to hit: 1d20 + 12 ⇒ (9) + 12 = 21
klar to hit: 1d20 + 9 ⇒ (15) + 9 = 24
EB dmg: 3d6 + 8 + 1d6 ⇒ (3, 3, 2) + 8 + (4) = 20 (bludgeon and electric respectively)
Klar dmg: 1d8 + 8 ⇒ (2) + 8 = 10 (slashing)


Male Gathlain Mageknight||Paladin/Rogue/Wizard

As tentacles erupt from the ground, Niloth dances nimbly among them. He thinks out loud "giant undead limbs can't be blinded, can't be made to fall either... guess I'll go with Time" A lance made from golden light forms in his hand.

Suddenly his form blurs and he moves so fast that he seems to be in several places at once, hacking at a limb there, appearing next to another and piercing it with his golden weapon. Thrash as they may, the tentacles cannot keep up with the sharp turns his tether on the ceiling lets him take.

OOC:
FYI, allies within 30ft of Niloth will get healed each round of 11 HP of the damage they took the round before (kinda like a weird aura of fast healing). So it'll start next round. That can be an incentive not to stray too far away from him.

Reflex: 1d20 + 24 ⇒ (8) + 24 = 32
Fort: 1d20 + 19 ⇒ (7) + 19 = 26
K Planes: 1d20 + 14 ⇒ (2) + 14 = 16

Thankfully you rolled low, so none of the tentacles can hit Niloth.

Free: activate Boots of Haste (1r used)

Swift: resummon his Destructive Blade, using Blinding Blast as base, admixtured using Time Thief's Admixture + Steal Time (3 SP)

Full-round: full attack, moving between attacks to target 3 different tentacles. All attacks are touch attacks.
atk: 1d20 + 17 ⇒ (8) + 17 = 25 -- dmg: 3d8 + 10 ⇒ (5, 2, 5) + 10 = 22
atk: 1d20 + 17 ⇒ (12) + 17 = 29 -- dmg: 3d8 + 10 ⇒ (2, 8, 2) + 10 = 22
atk: 1d20 + 12 ⇒ (4) + 12 = 16 -- dmg: 3d8 + 10 ⇒ (2, 5, 1) + 10 = 18
Each tentacle hit must make a Will save DC 23 or be dazed for 1 round. If at least one gets dazed, Niloth obtains an extra standard action that he uses to attack again, a 4th tentacle (which needs to save as well)
atk: 1d20 + 17 ⇒ (19) + 17 = 36 -- dmg: 3d8 + 10 ⇒ (3, 1, 1) + 10 = 15


Chamak wrote:

I had stated that I was flying out, moving at 60'. Am I still in the area? If so:

[dice=Fort Save]1d20 +14
[dice=Know-Planes]1d20 +18

Chamak resists the stench and continues flying out of range of the demon.

Being forewarned by his class ability, he activates his Spectral Shroud to become incorporeal.

Yes its the hole building the dome is 400' across

So you will be hit this round, 1st then you can go incorporeal.

Ask: Does going incorporeal need a concentration check?


Weal and Woe wrote:

[dice=Reflex]1d20+21

[dice=Fortitude]1d20+28
1d3
1d6

Do we roll a second d6 if we were hit by two? Should I bother, since none of them hit my AC?

Weal and Woe contemptuously slaps tentacles away.

No thats fine thats your action.

Do you want to attack back?


Shengo's
EB to hit: 1d20 + 12 ⇒ (9) + 12 = 21 MISS
klar to hit: 1d20 + 9 ⇒ (15) + 9 = 24 Hit
EB dmg: 3d6 + 8 + 1d6 ⇒ (3, 3, 2) + 8 + (4) = 20 (bludgeon and electric respectively)
Klar dmg: 1d8 + 8 ⇒ (2) + 8 = 10 (slashing)


@Niloth:

Sorry to ask, Inexorable Knight
Can you roll the number of tentacles and which ones please.
Then I will do your attacks. :)
Thanks


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage
GM_Panic wrote:
Ask: Does going incorporeal need a concentration check?

I go incorporeal using my Spectral Shroud. It doesn't mention concentration.

First attack 1d6 ⇒ 2 19 misses. ??


Each of you on the ground an air faces tentacles
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance

sorry I put 'A' tentacle should have been the above
If you have rolled 1d3 all ready for how many your ok.

:}

Chamak Yes thats a miss amd yep no concentration needed, ok but I Need a will save DC25 as your mind is flooded with all the undead life bound into this thing.
The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility.
They are every where in this space


Male Gathlain Mageknight||Paladin/Rogue/Wizard

OOC:
As requested:
Number of tentacles: 13 = 13 (missed the "d" for the dice)
Number of tentacles: 1d3 ⇒ 1
Type: 1d6 ⇒ 6


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Good to know. I think I'll use Prescience on it....

Prescience: 1d20 ⇒ 4 That would have sucked!

Will Save DC 25: 1d20 + 14 ⇒ (11) + 14 = 25 Was also going to use a point of Mythic power to add to the role. But the rule says it can be used as an immediate effect after the roll. No need.

He calls out to the group, "Guys. This place is full of non-corporeal undead. We should all get out of here fast before they suck the life out of everyone!"

He is heading out as fast as he can fly. More concerned with living than with killing this thing....


Your all hit by undead native Evil-ness,

Life force suck, ....

Fort save DC25 for half,
Temp Con DMG roll 1d3 round up.

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

Shengo sighs dramatically before breaking into a grin "awe man it was just getting good too" shaking his head he continues "oh well, not much to do when there's ghosts afoot" before following after chamak clicking his heels and gaining a boost of speed for a moment

ooc:

free action activate boots of speed for a round to double move for 120ft if that gets me out

Fort save: 1d20 + 17 ⇒ (14) + 17 = 31
rolling con dmg incase its mythic but if its not mythic I avoid the dmg
Con dmg: 1d3 ⇒ 1/2 rounded up is 1


Male Gathlain Mageknight||Paladin/Rogue/Wizard

Niloth turns invisible to escape the tangle of tentacles, and flies out swiftly through a break in the wall, then turns around to see if anything visible pursues.

OOC:
Fort: 1d20 + 19 ⇒ (16) + 19 = 35
Con dmg: 1d3 ⇒ 3
Haste maintained 1 round


Wounds (55) HP (93) AC (30/27/21) Saves (15/18/12 - 19 mind effecting) Initiative (+12) Spell Points (10/17) Mythic (15/15)

Fort: 1d20 + 15 ⇒ (1) + 15 = 16
Con Dmg: 1d3 ⇒ 3
Immune: non-mythic level drain, energy drain, any effect on the soul

The energy washed over the fey who joined the others in their flight to safety. He almost paused, wondering what might be beneath the ground, as they had only seen the tentacles.


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Fort save DC25: 1d20 + 14 ⇒ (17) + 14 = 31

Temp Con DMG: 1d3 ⇒ 3


Well done all,
ok last round roll once more in the tentacles,
1d3 unless you took out all the tentacles attacking then 1d2
if last round they missed you roll 1d3 as well.

Then I think all of you are out the building.


Male? Outsider (Formerly Human?) Gestalt Antipaladin 6/Paladin 6

Sorry y'all, I've been dealing with being snowed in since friday night. How many turns has it been? 2? 3?

Grand Lodge

Male Human Antipaladin/Rogue/Fighter
Vitals:
HP: 15/96| AC: 26 T: 18 FF: 19 | Perception +11, Darkvision 60 ft.| Initiative: +15 | Fort +17 Ref +18 Will +16 | CMB: +15 , CMD: 33 | Speed: 30 | mythic: 14/15 | ToC: 6/8
Skills:
Acrobatics +7 | Bluff +13 | Climb +12 | Diplomacy +15 | Escape Artist +2 | Handle Animal +7 | Heal +1 | Intimidate +43/40 | Linguistics +1 | Ride +2 | Stealth +7 | Survival +13 | Swim +12

# of tentacles: 1d2 ⇒ 1

which tentacle: 1d6 ⇒ 6

are we using the same tentacles rolls as previous or are you rolling new ones?


yep


Weal and Woe wrote:
Sorry y'all, I've been dealing with being snowed in since friday night. How many turns has it been? 2? 3?

One surprise round

Where you got a move actions.

At the start of round 1 the tentacles attacked
And you should all have then acunter attcks/ moved or other.

Round 2
is going to start with tenticals again
and then your actions.

So we are at the statt pf round2


Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 | Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 | Prescience: 9/11 | MP: 14/15 | LP: 5/6 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: 2 points of temp Con damage

Round 1, Fly 60'. Round 2, Double move, Fly 120'.


Wounds (55) HP (93) AC (30/27/21) Saves (15/18/12 - 19 mind effecting) Initiative (+12) Spell Points (10/17) Mythic (15/15)

Fei took to the air, flying alongside Chamak.


Male Gathlain Mageknight||Paladin/Rogue/Wizard

Niloth, armoured in faith and time magics, makes it out unscathed. He has to refrain from an "I told you so" - since he doesn't believe for one second the presence of undead and the dangerous device are unrelated. Instead, he focuses on the challenges ahead.

Tentacles: 1d3 ⇒ 3
Types: 3d6 ⇒ (5, 1, 1) = 7


Chamak, Fei Wan and Niloth, make it out, as the inside of the broken building.
I will see what the others say

Kn Eng or Planes DC20:

It's clear this is one of the mad Alien devices used by whatever race was here before the world turned to a death world. What's clear is that the writing on the device was very ancient dwarvish.

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