Mortika runs Slumbering Tsar (PFRPG)


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Female Human Mooncaller Druid 4

As the she completes her spell Mikka points, a majestic guesture, her voice ringing out, "You will feast on nothing today monster!"

The air crackles as a sizzling bolt of lightning crashes down on the beast, punctuating her word with a thunderous roar. 3d6 ⇒ (5, 4, 4) = 13 DC 19 reflex for 1/2

Her hand reaches down into her quiver drawing out a unique staff, far to big to contained within, without the influence of magic.

If Peryton is still alive on his turn

Windrazor's dive turns into a swooping attack as his talons slash at the creature's back, banking to turn for another pass.

Flyby attack 2 Claws 1d20 + 7 ⇒ (14) + 7 = 21 1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 7 ⇒ (15) + 7 = 22 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Paladin 7

Artimus glances momentarily at the others as they approach, surprised at their assistance though it only adds to his determination. He eyes the creature grimly as he tightens his hold on his sword. "Indeed creature, wherever you would strike there will be those who stand against you. Even in a place of darkness like this."

1d20 + 11 ⇒ (13) + 11 = 24 Will Save

He focuses his energy on the creature, trying to be rid of its evil. He directs a smite and power attack upon it with each blow.

1d20 + 15 ⇒ (16) + 15 = 31 Power Attack and Smite, Assuming Flank
1d8 + 17 ⇒ (5) + 17 = 22 Damage

1d20 + 10 ⇒ (13) + 10 = 23 2nd Attack
1d8 + 17 ⇒ (8) + 17 = 25 Damage

As a note, if any of these willsaves are fear based I am immune and those within 10 feet of me are getting a +4.


All right. Time for Round Two, where there is some progress, but also some nasty surprises.

23 - Alia: Sends four arrows flying. It is indeed within 30'. And it is indeed an evil outsider. It turns to you, shrieking in rage. "After I feast on these hearts, I'll eat yours, right in front of your dying eyes," it vows.

22 - Swiftpaws: holds its actions, waiting for Alia's command.

19 - Acolyte: Caught up in the rainbow pattern, holds her action to make sure she can follow it if it leads her away.

17 - Chamomile: holding his action. Out the corner of his eye, he notices that two other humans, probably rangers, have joined the woman he had been speaking with. They're too far away for him to hear their conversation, but they aren't following the behavior patterns of humans who are in a panic, or an urgent emergency.

14 - Mikka: call lightning is complete. With a wave and a vow, she sends a bolt of lightning crashing into the creature. But it has spell resistance, which (1d20 + 7 ⇒ (14) + 7 = 21) she neatly overcomes. The peryton (1d20 + 9 ⇒ (20) + 9 = 29) takes no damage whatsoever from your lightning this round.

13 - Artimus: You're contending with both the peryton and the shadow, which roils atop and around you, draining the color even from the sun. But you shrug off the effects of the shadow, and of the magical whirlwind of lights Durnast conjures up, and strike with both attacks, hitting the hellspawn in both flanks. The peryton staggers, clearly deeply wounded, not quite dead.

13 - Nadeq: By happenstance, the peryton lunges at the man just as your arrow leaves the bowstring. If it hadn't, you would have struck its head or neck, virtually guaranteeing a killing blow. But your shaft goes just a half-inch too high, clattering about in its antlers. The peryton is startled by the noise, but unhurt. You can, in fact, fade back into the shadows.

12 - Speaking of shadows, the peryton's shadow splits into two. One part surges to the west, as if it were a wave riding a stream, and settles upon Alia. (This provokes an attack of opportunity from both Montegue and Artimus, but it's immune to weapon damage, so I don't know what you can do against it.) The shadow swarm does 2d6 ⇒ (3, 3) = 6 damage to Alia.

Alia, you'll need to make a Fortitude save against poison, and a Will save to resist being nauseated by the vague hints of demonic insect parts now sweeping over your flesh.

The shadow does, however, turn back towards the spot it just left and cast a spell. (Alia, this provokes an attack of opportunity; again, it's immune to weapon damage.) It calls up unholy power to smite its enemies in a 20' radius spread. That area is suddenly covered in a cold, cloying miasma of greasy darkness. Montegue, Artimus, you each need to make a Will save to resist part of the damage.

Notably, the acolyte takes no damage from the greasy smoke at all.

12 - The hellbred peryton: senses that Montegue is the easier target, and wheels around to attack. What remains of its shadow now resembles Montegue's own. It attacks (1d20 + 13 ⇒ (2) + 13 = 15) and misses with its gore, but one of its two hooves (1d20 + 7 ⇒ (18) + 7 = 25, 1d20 + 7 ⇒ (11) + 7 = 18) cuts through the material of your robe, just over your left shoulder. It stings, and if you touch your shoulder, your hand comes away with a little blood from the scratch. (Damage: 1d4 + 5 ⇒ (2) + 5 = 7.)

12 - Durnast: your turn. (Do you want to move the rainbow pattern away, driving the acolyte free from further harm? That would be a free action.)

12 - Montegue: you're up next

12 - Rasina: successfully introduces herself into the fight.

9 - Richard:

5 - Windrazor:


<Cam... Can you take a look at things with this gem I have around my neck?>
Cam hears thru his master's telepathic link.

Already at Durnast's side, Cam deftly flips up the necklace and focuses on it's dazzling gem with intention to harness it's arcane energies. That's the fun of following around characer's like these, they have all these great toys.


Male Human Diviner 7 (favored class)

Does the Rainbow Pattern force a new Save every round a Creature is within it?
If not, would moving it off and back on force another Save?
Also, I had the impression I wouldn't need to include Artimus in it's AoE, especially as the creature/shadow seemed like Large creatures of multiple squares...?
Is the Shadow engulfing Alia taking up more than one square, or would I have to include Alia if I wanted to move the Pattern onto that Shadow?
(sorry if this is complicated :-) )


Male Human Cleric / 7

Although Richard has no idea what this creature is, it can only be some hell bred spawn which needs to destroyed.

Richard prepares one of his most powerfull spells, hoping to defeat this horrible beast.

"Thyr ... Smite this evil being with your holy might!"

Holy Smite damage: 3d8 ⇒ (2, 4, 5) = 11

I cast Holy Smite. a 20ft radius burst of holy damage centered on the monstrosity. 3d8 damage and blinded for one round. Save for half and negate blindness, DC = 19

The Exchange RPG Superstar 2010 Top 16

Chamomile peers at the world through the gem. I'll let you know if he sees anything worth noting.

Re-reading the spell escription, no, it does not force a new save every round. (Nor do people affected by the pattern receive a new opportunity to shrug off the effects every round.) Leaving and re-entering the pattern does require a new save, but at a cumulative +2.

The peryton-shadow attacking Alia is indeed only 5' x 5'.

Richard: Good to know. I'll let you know what happens once Durnast the wizard and Montegue the monk take their actions, but you have every reason to suspect that'll cause some serious damage to the creature.

Durnast, the peryton is impressive, but its still a Medium monster. In general, and there are extenuating circumstances, I rule that it's almost impossible for a wizard to judge where to place the center of a large area of effect such that it includes one character, but not another character with which it's engaged in melee.

In most of the home games I've seen around here, there's one house ruling or another. Some GMs ask the player to pick a corner to center an AoE, and then roll a d4 to determine which adjacent square is actually the center of effect. Other GMs give characters at the periphery of an effect a +2 bonus to their saving throw, and require a saving throw, with a +8 bonus, from characters just outside the border, as well.

I'm not a big fan of throwing house rules into a play-by-post campaign, unless that's the point of the exercise, so I haven't tried to institute such elaborate ruling here. But I have a strong opinion that centering areas of effect to get fine control over the border ought to be a dificult thing to do during combat.

Maybe a Spellcraft check? Or a move action required to aim? I invite anyone's opinion, experience, or proposed "make the GM happy" proposal in the discussion thread."


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Will Save (1d20+12=23)

Montague spends a ki point for his flurry of blows.

Flanking Flurry of blows. (1d20+7=25, 1d20+7=26, 1d20+7=27)
4th flurry of blows attack (Flanking) (1d20+2 =21)
Critical Confirm (1d20+7=21)

Flurry of blows (4d8+12=27)

Critical damage if confirmed (1d8+3=10)

And his fists thump into the creatures body.


Female Human Ranger 7
GM Chris Mortika wrote:
Alia, you'll need to make a Fortitude save against poison, and a Will save to resist being nauseated by the vague hints of demonic insect parts now sweeping over your flesh.

Alia's concentration breaks when the shadow moves towards her and settle on her flesh. She shivers as she feels the waves of insects crawling on her skin.

Fortitude save 1d20 + 9 ⇒ (3) + 9 = 12
Will save 1d20 + 5 ⇒ (1) + 5 = 6

And she bends over and empties her stomach on the ground as some of them enter her mouth.


Male Human Diviner 7 (favored class)

Seeing Alia seeming to succumb to the foul abomination as it swarm upon her, Durnast wracks his brain on how to possibly help.
If possible, I will cast Dimension Door on Cam, who then moves to touch Alia and Dimension Door away, back to the cover of the entry-way with me for simplicities sake.

If that isn't possible for some reason, Durnast will delay for now, and Cam will use the Gem of Seeing to see if things are not as they appear - the reaction of the Rangers that he noticed aroused my suspicion. Durnast will direct the Rainbow Pattern to move away, leading the acolyte away from danger, in the direction where she would have most Cover from Artimus against AoO's from the Peryton.


Round two, continued

13 - Nadeq: Shoots, misses, hides.

12 - Speaking of shadows, the peryton's shadow splits into two. One part surges to the west, as if it were a wave riding a stream, and settles upon Alia. (This provokes an attack of opportunity from both Montegue and Artimus, but it's immune to weapon damage, so I don't know what you can do against it.) The shadow swarm does 2d6 &#8658; (3, 3) = 6 damage to Alia.

Alia you are nauseated, and the peryton's shadow seems to eat away at your body, as well. A thousand little stings and bits have injected an unholy poison into your system. Take 1d4 ⇒ 3 points of Dexterity damage.

The shadow does, however, turn back towards the spot it just left and cast a spell; the area around the peryton is suddenly covered in a cold, cloying miasma of greasy darkness.

Montegue, Artimus, you each need to make a Will save to resist part of the damage.

12 - The hellbred peryton attacks Montegue.

12 - Durnast: and Chamomile team up to teleport Alia back to the entrance of the boarding house. Very nice job!!

12 - Montegue, your save means you take only half of the damage: 5d8 ⇒ (4, 5, 6, 5, 6) = 26 divided by 2 is 13 points of damage, and you avoid being Sickened.

You begin an intense series of attacks against the peryton. Again and again you punch and kick it, and again and again its hellbred nature blunts the blows, such that they do trivial amounts of real damage.

But it was all a set-up, getting the peryton in position for a sweeping high scissors kick, which does a considerable amount of damage, even after punching through the monster's evil aura.

It shivers, and dies.

12 - Rasina: gets into flanking position a second too late. But Artimus and Montegue could use some assistance. They've both taken considerable damage.

9 - Richard: Your primary target is down, but its shadow is still active, about 40 feet away. It (1d20 + 6 ⇒ (13) + 6 = 19) just barely makes its save, and takes half damage. It shrieks with a thousand enraged voices.

5 - Windrazor: the peryton is no longer alive, so the eagle continues to circle, keeping an eye out for any new dangers coming from the Desolation.

Round Three!
23 - Alia, by the entrance of the boarding house: still retching. Give me another Fortitude save to stop the poison.

22 - Swiftpaws, with Alia: still holding, which might be for the best.

19 - Acolyte, on her hands and knees in the Camp commons: Effectively out of the fight

14 - Mikka, still mounted in the Camp commons, with lightning bolts yet to call down:

13 - Artimus, standing in the camp commons:

13 - Nadeq, hiding in the shadows of the temple of Orcus:

12 - The peryton's shadow, about 10 feet away from Nadeq:

12 - Durnast, standing back by the boarding house:

12- Chamomile, next to Durnast:

12 - Montegue, standing in the Camp commons:

12 - Rasina, standing next to Artimus and Montegue:

9 - Richard, still mounted, in the Camp commons:

5 - Windrazor, in the air, circling over Camp:


Female Human Mooncaller Druid 4

Seeing the peryton drop Mikka calls out to the others. "DON'T ENGAGE IT DIRECTLY! "

Another bolt crashes down amidst the seething mass of insects.

3d6 ⇒ (1, 4, 5) = 10

Dc 19 reflex for 1/2


Female Human Ranger 7

Fortitude save 1d20 + 9 ⇒ (16) + 9 = 25


Rasina looks at the paladin up close for the first time and is awed momentarily by his sheer presence. Trying to keep her voice steady, she asks "Are you all right, Sir Knight?"

Any reply he may have made is drowned out by the lighning bolt crashing near her. Noticing the insect swarm surrounded by the roiling field of darkness, she calls on her celestial heritage to strike the evil mass down. Her recent sacrifices have made these abilities weaker than she is accustomed to. Heavenly Fire (Su) Ranged touch attack 1d20 + 7 ⇒ (4) + 7 = 11. Against evil creatures, this ray deals 1d4 + 1 ⇒ (2) + 1 = 3 points of fire damage.


Male Human Cleric / 7

After seeing the demonic shadow create the darkness around it, Richard wracks his brains.

He has no knowledge of the demonic creature, but hopes his god can help him send this awful creature back to the shadows it came from.

"By Thyr, go back to the shadows you came from !"

I cast Dismissal on the shadow thing, DC 19 or be sent back to its own plane ... Hope this works ;)


Female Human Ranger 7

Thanks for the help, Chamomille and Durnast., she says, trying to regain her composure. She stumbles and lean on the door post. "I can't do anything against that horror".


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

His one encounter with a creature from the shadow realm is enough to disencourage Nadeq from attacking the creature. Instead he speaks a few arcane phrases and with suddenly added speed climb up the temple walls and hides again.

Stealth 1d20 + 24 ⇒ (13) + 24 = 37

Well, he certainly isn't a combat machine..
Cast expedious retreat and climb up the temple using his slippers of spider climb for one minute, and hide again.


Round Three!
23 - Alia, by the entrance of the boarding house: still retching. With a moment's respite, she manages to arrest the poison coursing through her system. She's still breathing heavily, and her hands still shake.

22 - Swiftpaws, with Alia: still holding, which might be for the best.

19 - Acolyte, on her hands and knees in the Camp commons: Effectively out of the fight.

A hobgoblin, dressed in black wool robes decorated with images of ram-skulls, steps out from the temple's door and looks around. He sees his acolye, helpless in the street, enraptured by the rainbow pattern. He sees the dead monstrosity, and he sees all of you turning your attention to a clump of shadowy darkness only 20 feet away from him.

"That's quite enough of that," he commands in a low-pitched grizzled voice. (Most hobgoblins have a slight speech affectation when using the common tongue, due to both the consonants in Goblin and the physiology of their own jawline. This hobgoblin has no such accent.) He gestures roughly at the patch of shadows, invoking a wave of negative energy, and the peryton's shadow screams again. The hobgoblin's voice switches to Abyssal:

Spoiler:
"You cannot hunt here. Go back home, beautiful one. Go back to your hunting grounds." Middle Register. (If you're reading this spoiler, you know that Abyssal has three registers, implying a degree of enmity: we are allies in this, or we are civil but guarded, or we are at war. Many heroes who learn Abyssal only learn the last register, because they really are at war against anybody else using the language.)

14 - Mikka, still mounted in the Camp commons, calls down a bolt of lightning on it. The shadow of the head of the peryton turns to you, Mikka.

13 - Artimus, you're up. You've got one action before the peryton's shadow attacks (and you suspect that if it reattaches itself to the peryton, that might be enough to revive the monster).

13 - Nadeq, moves to a higher perch in the shadows of the temple of Orcus:

12 - The peryton's shadow, about 10 feet away from Nadeq:

12 - Durnast, standing back by the boarding house:
12- Chamomile, next to Durnast:
12 - Montegue, standing in the Camp commons:
12 - Rasina: throws fire upon the shadow, but misses.
9 - Richard: attempts to dismiss the thing.
5 - Windrazor, in the air, circling over Camp:


Artimus drops to one knee, catching his breath, before turning and realizing that the fight is not yet over. (holding his action).

A thousand, thousand voices, each no louder than a centipede's moan or a spider's cackle, hiss in Common "Keep thy place and hold thy rebuke. The hours have turned, the black rock is broke, and thy Dead Beast shall wander hungry and strange."

And with that, the peryton's shadow sweeps over Mikka and her horse. There is darkness then, and horror there, and pain (Mikka, take 2d6 ⇒ (3, 1) = 4 from a multitude of bites and stings), the same as the paladin and ranger felt, but there is something more: the shadow exerts an act of will and malevolence against Mikka that settles into her very flesh. Moreover, you realize that the back of a horse is not a good place to be, when the Dark Planes shower such attention upon you.

Mikka, I need from you, in order:

  • a Fortitude save against its poison
  • a Will save to resist being nauseated by the sensation of phantom insects creeping and crawling all over you
  • a Ride or Handle Animal check (DC 20) to stay mounted, or an Acrobatics check (DC 15) to land safely
  • and a second Fortitude save to stand against the onset of cackle fever.

Rasina's holy fire misses.

Durnast and Montegue, you're up.


Female Human Mooncaller Druid 4
GM Chris Mortika wrote:


A thousand, thousand voices, each no louder than a centipede's moan or a spider's cackle, hiss in Common "Keep thy place and hold thy rebuke. The hours have turned, the black rock is broke, and thy Dead Beast shall wander hungry and strange."

And with that, the peryton's shadow sweeps over Mikka and her horse. There is darkness then, and horror there, and pain (Mikka, take 2d6 from a multitude of bites and stings), the same as the paladin and ranger felt, but there is something more: the shadow exerts an act of will and malevolence against Mikka that settles into her very flesh. Moreover, you realize that the back of a horse is not a good place to be, when the Dark Planes shower such attention upon you.

Mikka, I need from you, in order:

  • a Fortitude save against its poison
  • a Will save to resist being nauseated by the sensation of phantom insects creeping and crawling all over you
  • a Ride or Handle Animal check (DC 20) to stay mounted, or an Acrobatics check (DC 15) to land safely
  • and a second Fortitude save to stand against the onset of cackle fever.

Fort save vs poison 1d20 + 9 ⇒ (4) + 9 = 13

Will save vs nausea 1d20 + 12 ⇒ (2) + 12 = 14
Handle Animal chack 1d20 + 10 ⇒ (9) + 10 = 19
Fort save vs cackle fever 1d20 + 9 ⇒ (16) + 9 = 25
Not good

As the dark shroud of evil decends upon Mikka the shriek that escapes her throat is a mixture of excruciating agony and unmistakable rage.


Male Human Paladin 7

As noted on the discussion thread, sorry for being slow, I got held up by net problems. And drat, I hadn't realized until later that each of those attacks should have done 7 more damage if it was an evil outsider, the smite doubles its bonus damage.

Artimus nods his head towards Rasina as she asks if he is ok, flashing a quick reassuring smile even as he is injured.

He looks down at the swarm, unsure just what he can do to harm it. He calls towards the others, in case one of them is more knowledgable about such things. "Should flames hurt these beasts? Perhaps torches?"

Dropping his sword for the moment, Artimus will focus his energy to keep himself on his feet.Lay on hands myself as a swift

He then brings out a torch and tindertwig, sparking it to light to the torch, so he is ready to try and drive off the shadowy forms next turn.

4d6 ⇒ (4, 6, 1, 3) = 14 Lay on Hands
1d20 + 11 ⇒ (8) + 11 = 19 Will save asked above


Mikka wrote:


Fort save vs poison 1d20 + 9 = (4) + 9 = 13
Will save vs nausea 1d20 + 12 = (2) + 12 = 14
Handle Animal chack 1d20 + 10 = (9) + 10 = 19
Fort save vs cackle fever 1d20 + 9 = (16) + 9 = 25
Not good

As the dark shroud of evil decends upon Mikka the shriek that escapes her throat is a mixture of excruciating agony and unmistakable rage.

Not the best, but you nailed the one that really matters.

Mikka falls to the ground as her mare rears up, crazed by the attack.(Take another 1d6 ⇒ 1 points of damage,and you'll be prone.) The poison gives you a fever and --in between the hellspawn vermin rushing between your lips-- a dry mouth. (Take 1d4 ⇒ 4 points of Strength damage.) The overwhelming nausea doesn't end the spell duration of call lightning, but does prevent you from taking the standard action necessary to invoke it each round.

--+--+--

Artimus wrote:
And drat, I hadn't realized until later that each of those attacks should have done 7 more damage if it was an evil outsider, the smite doubles its bonus damage.

Good to know. That's one of the tricky things about starting characters at 7th Level. To be fair to you guys, given how long the peryton took to drop, and rather than trying to figure out whether it would have given Montegue his wound if you had been tracking the full effect of your smite, I should retroactively advance the peryton two hit dice, for purposes of CR and experience points.

The advance would have given the creature some more hellish powers and a feat, none of which it had time to use, and slightly spiffier combat stats it didn't end up needing.) This would also make the peryton Large-sized, which means that Nadeq's arrow would have just hit, rather than just miss.


Male Human Diviner 7 (favored class)

Durnast yells "Get away from it!", hoping the woman has the strength to move away,
"If she can't, somebody pull her out of there!".
(Delaying a Fireball (7d6 ⇒ (2, 4, 3, 1, 5, 3, 2) = 20, DC18 )
until after she can move away from the swarm, by herself or w/ Montague's help)

btw, after leading the Acolyte away with the Pattern, I had wanted to move it underground if possible,
breaking the line-of-sight effect for her. Is that possible to have done last round?


Mikka might be able to move away, but she'll need to get up on her feet first, and there's no telling if the swarm of evil will simply follow her.

Durnast Kal wrote:
After leading the Acolyte away with the Pattern, I had wanted to move it underground if possible, breaking the line-of-sight effect for her. Is that possible to have done last round?

You can't put the effect underground, because you need to maintain line-of-effect with it. But you can end the effect this round as a free action.


Male Human Diviner 7 (favored class)

OK, I'll just end the Pattern as a Free Action then...

Hm, I was assuming the swarm didn't have any grapple/ way to stay in contact with the target (allowing her to move away/be carried away, at least until the swarm's next action.) If the swarm sticks to Mikka so she can't get separated from it, I may do something besides a Fireball.

BTW, Knowledge Check for "Black Rock broken/Dead Beast wandering hungry and strange": Planes: 24/ Religion:25 (Take 10)


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Hearing the wizard's warning, and injured Montague decides to follow his orders. He notices however that the shadow is moving towards the dead creature. "Help me move this thing out of here while others destroy it he calls to anyone listening, and grabbing hold of the corpse attempts to drag it away.

Strength Check (1d20+3=5)
Unfortunately he has trouble getting hold of the blood soaked corpse.

Hopefully this will pull the creature away from the shadow, and if the shadow pursues will pull it away from Mikka. Note: Montague can normally drag 1150 pounds, but probably not with that roll


Male Human Diviner 7 (favored class)

I don't think there's STR checks to carry/drag stuff, you either can or can't, and just suffer the ACP/move speed penalties for Encumbrance. Mikka + her gear should be quite a bit lighter than 1150 lbs, too.


Montegue misunderstands Durnast's hurried request and hauls the peryton's corpse up and to the east.

Richard reveals his holy symbol of Thyr and commands the evil thing to be gone. His dismissal (1d20 + 7 ⇒ (8) + 7 = 15) doesn't penetrate the thing's Spell Resistance. But excellent strategy. It would have ended the fight, had it worked. And it was a very near thing.

Windrazor sees his mistress in trouble, and shrieks with impotent rage.

From north of the Camp commons, two rangers --the woman Chamomile was speaking with, and an overweight dwarf, neither of them armored-- come out of their camp, looking to lend a hand.

Round Four, in which a death occurs
25 - Montegue: holding his spell
23 - Alia:
22 - Swiftpaws:
19 - Hobgoblin cleric:
14 - Mikka:
13 - Nadeq:
12 - The peryton's shadow:
12 - Durnast:
12- Chamomile:
12 - Rasina: .
9 - Richard:.
5 - Windrazor:
3 - Rangers:


Female Human Ranger 7

Is Alia still nauseated ?


Female Human Mooncaller Druid 4

How many rounds am I nauseated for? As far as I see it any one of the 10 options I can come up with require a standard action so Mikka's effectively out of the fight until them.


Male Human Paladin 7

I think I got missed in the initiative order. That is, unless we are being ominous and its my death you are talking about.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14
GM Chris Mortika wrote:

Montegue misunderstands Durnast's hurried request and hauls the peryton's corpse up and to the east.

Richard reveals his holy symbol of Thyr and commands the evil thing to be gone. His dismissal (1d20+7) doesn't penetrate the thing's Spell Resistance. But excellent strategy. It would have ended the fight, had it worked. And it was a very near thing.

Windrazor sees his mistress in trouble, and shrieks with impotent rage.

From north of the Camp commons, two rangers --the woman Chamomile was speaking with, and an overweight dwarf, neither of them armored-- come out of their camp, looking to lend a hand.

Round Four, in which a death occurs
25 - Montegue: holding his spell
23 - Alia:
22 - Swiftpaws:
19 - Hobgoblin cleric:
14 - Mikka:
13 - Nadeq:
12 - The peryton's shadow:
12 - Durnast:
12- Chamomile:
12 - Rasina: .
9 - Richard:.
5 - Windrazor:
3 - Rangers:

My understanding was that the shadow was in the same square as Mikka, and I would have to enter the swarm to pull this complete stranger from it. If she was not in the shadow, I certainly would have picked her up and moved away with her. I had hoped that moving the Peryton's corpse away, might drag the shadow with it, and both free Mikka from it's embrace, and move it far enough away for the wizards spell. If necessary to spend a Ki point for extra movement Montague will do so


Male Human Diviner 7 (favored class)

Not having a clear 'shot' on the fiendish swarm, Durnast decides to get the woman out of harm's way himself:
Pulling a scroll from his pack, he intones the familiar glyphs and once again channels the energy into Cam, who taking as stealthy a route as possible, once again reaches the figure engulfed by the swarm and zaps out of existence.
They will Dimension Door to behind the cover of objects around the Skeribar camp and/or the rangers who have stepped out.

@Montague: I don't think you need to actually 'enter' the square, you don't for grappling anymore in PRPG, you're basically just making a touch 'attack' (unopposed) into the square, not much different than attacking with an axe. Even if you did move into the square, the swarm's effects occur on IT's turn to anything in it's square after it's Move. If you can do that, Durnast does go ahead with Fireball (in which case, Cam just hovers overhead and Aids Another +2 to Saves)


Female Human Ranger 7

As it's getting late for me and I don't want to delay the game, here is Alia action if she is not nauseated any more:

Seeing that nothing seem to harm the beast and that only the cleric newcomer seemed to be able to injure it, Alia moves into the boarding house, calling for Tinthariel. "Tinthariel, there is an evil entity outside. Weapons do not seem to hurt it. Can you do something to help us?". Her second move action will be to come back out to see if she can help.

Tinthariel may not be able to act this round, but he still has a dismissal spell memorized for the next round.


Round Four, in which a death occurs
25 - Durnast: puts dimension door on Chamomile.
24- Chamomile: shifts Mikka to the north of the rangers' encampment.
23 - Alia: is indeed free of the nausea, but needs to make a Fortitude save to shrug off the poison. She calls for Tinthariel. Otherwise holding action.
22 - Swiftpaws: holding action.

19 - Hobgoblin cleric: He's obviously taken aback by the entity's words. "What? The black monolith? But how? Where??" He seems genuinely shaken.

14 - Mikka: you shake free of the nausea this round. (You can take a move equivalent action now, and a full-round action next round.) Make Fortitude saves to end the poison and to clear the threat of the disease (a second success is needed for that).

13 - Nadeq: you're up.

12 - The peryton's shadow:

12 - Montegue:
12 - Rasina:
12 - Artimus, with a torch burning:
9 - Richard:
5 - Windrazor:
3 - Rangers:

Durnast wrote:
BTW, Knowledge Check for "Black Rock broken/Dead Beast wandering hungry and strange": Planes: 24/ Religion:25 (Take 10)

You can't Take Ten on a knowledge check unless you're a 5th Level Bard.

Planes: 1d20 + 14 ⇒ (14) + 14 = 28, and Religion 1d20 + 15 ⇒ (19) + 15 = 34.

Spoiler:

The "dead beast" is likely Orcus himself. And sages have theorized that a series of pictograms indicate that ancient, forgotten gods of evil and woe once worked together to create a series of black monoliths, each of which was designed to pollute an area with a moral malaise, allowing evil deeds to thrive and making generous deeds harder. Most of them were lost, but the strength of evil places like Tsar may be due to a monolith's influence.


Female Human Ranger 7

Fort save 1d20 + 9 ⇒ (12) + 9 = 21


Male Human Cleric / 7

Richard looks around, trying to spot Nadeq and Rasina in the chaos of the battle.

He wants to know if they are alright.

Richard also looks around to check on the others fighting this foul beast.

I want to know if people can use some healing, so if I see people terribly hurt I will channel positive energy. If I cannot see, I cast Deathwatch to see if it's necessary.


Female Human Mooncaller Druid 4

Fort save (poison)1d20 + 9 ⇒ (15) + 9 = 24
Fort save (disease)1d20 + 9 ⇒ (9) + 9 = 18

Mikka gets up slowly wiping her mouth, her entire body in agony.


Rasinia cannot help but overhear the hobgoblin priest, and she pales when she hears the words 'Black Monolith'. Surely they could not be talking about...Her thoughts are interrupted by Richard yelling at her if she was all right.

"I am fine, for the moment, but the knight here is hurt still." She yells back at Richard, and continues, "The shadow is still here, see if your channel energy can affect it!"

After that, she mutters a quick incantation of protection on herself. Cast Protection from Evil on myself, AC now is 25, duration 2 minutes.


Male Human Cleric / 7

As Richard is looking around for his companions, he hears Rasina and decides to act upon it.

He grabs his holy symbol once again, and prepares his channel. This time hoping to destroy the shadow.

"Thyr, channel thine energy through my mortal body!"

Channel Positive Energy, hoping to damage the shadow.
4d6 ⇒ (2, 2, 2, 5) = 11, DC = 19.


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

Seeing the paladin light a torch Nadeq see his reasoning and goes through his back. With a triumphant smile he pulls out a bottle of oil and a candle wich he lights and fits into the bottle opening.

Don't know if all this can be done in one round or if i need to roll anything. But what he is making is a simple molotov he can throw in the next round


Round Four, continued
25 - Durnast: puts dimension door on Chamomile.
24- Chamomile: shifts Mikka to the north of the rangers' encampment.
23 - Alia: is indeed free of the nausea, and shrugs off the poison. She calls for Tinthariel. Otherwise holding action.
22 - Swiftpaws: holding action.
19 - Hobgoblin cleric: He's shaken by the entity's words.

14 - Mikka: you slough off the nausea and, after catching your breath, stand fast against the poison this round. Somehow, you've come down with cackle fever, a brain disease that normally takes weeks to incubate. As the name suggests, you're running a high temperature and the disease attacks the speech center of your brain, giving you a persistent shudder in your breath that sounds like a cackle. In patients where the illness persists, their wilpower and ability to perceive the outside world is damaged.

13 - Nadeq: you can indeed prepare an explosive flask of oil as a full-round action.

12 - The peryton's shadow: So many targets, but the little dragon keeps taking them away! If I catch sight of that little dragon again, ... The woman over there seemed to have some direct connection to heaven, so she's the most dangerous.

It swings to cover Rasina, and looses another gout of hate. Rasina, you take 2d6 + 9 ⇒ (6, 6) + 9 = 21 points of damage from the stinging bites and from a wave of hellish malice that makes your teeth rattle. You need to make a Fortitude save to avoid poison damage, and a Will save to avoid the terrible distraction of phantom millpedes crawling over your eyeballs, in your ears, and down your throat.

12 - Montegue: you're up

12 - Rasina: casts protection from evil. this thing is certainly evil. You needed to make saving throws this round before you cast the spell, but if you need to make them again next round, the bonus will take effect. Regrettably, this thing is not a summoned creature, so it is not pushed back. (If it were, that would have been a brilliant move.)

12 - Artimus, with a torch burning:
9 - Richard: will channel positive energy (to harm the shadow swarm, yes?)
5 - Windrazor:
3 - Rangers:


Male

Correct :)


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

i'm not sure my connection is working at home, so i'll go ahead and post next round action now while i'm at work

Seeing his friend engulfed by the darkness Nadeq reacts by pointing at Rasina and speaks a few arcane words. He slowly lifts his hand upward hoping the shadow isn't able to leave the ground does it move like a shadow in real life or can it 'fly'?

If no one beats him to the rescue, he will withhold his molotov and instead cast levitate on Rasina (if she is within 35'

If someone gets there before Nadeq, he will throw the bottle as planned
Ranged touch 1d20 + 9 ⇒ (18) + 9 = 27


GM Chris Mortika wrote:


12 - The peryton's shadow: , ... The woman over there seemed to have some direct connection to heaven, so she's the most dangerous.

LOL! maybe before she went to the tomb, but not so much now, he he

Rasina screams as the hellish cloud of darkness engulfs her. The sounds of the voices of hellish darkness penetrate her skull, and she sags to the ground in agony.

Fort save 1d20 + 4 ⇒ (6) + 4 = 10

Will save 1d20 + 7 ⇒ (7) + 7 = 14


Rasina takes 1d4 ⇒ 2 points of Strength damage, and can take only a movement action, which means she was not able to cast Protection from Evil this round.

For what it's worth, you folks are missing the nausea saving throw by the slimmest of margins. This fight is really bringing home how much of a difference a simple spell like bless can make.

Richard, have I given you the impression that the peryton's shadow might be undead?


Male Human Paladin 7

Seeing the woman who had come to his aid turned on, Artimus will forget his idea to burn the thing for a moment, instead rushing to her side, stepping into the swarm if need be, but if possible standing at its edge. "Find shelter, Mi'lady, we will vanquish this beast!"

He drops his torch and does a lay on hands on Raisina.If she is either fatigued or diseased from this thing, it should remove those as well. A level check is needed for disease, as per remove disease.

4d6 ⇒ (6, 3, 4, 4) = 17 Lay on Hands

Edit:I think just it being called a shadow brings undead to mind because of the other creatures there. I realized earlier on that it was more evil-outsider, but when it was first mentioned my initial thought was undead as well.


GM Chris Mortika wrote:

Rasina takes 1d4 points of Strength damage, and can take only a movement action, which means she was not able to cast Protection from Evil this round.

For what it's worth, you folks are missing the nausea saving throw by the slimmest of margins. This fight is really bringing home how much of a difference a simple spell like bless can make.

Richard, have I given you the impression that the peryton's shadow might be undead?

Changes noted. Rasina does not have the appropriate knowledge skills to make that call.

Chris, this underscores the importance of initiative, the monster had initiative on the group. If we had more time, then a bless spell would be appropriate.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague is not sure what that thing is, and is pretty sure he cannot harm it, so he will concentrate on staying away from it, till someone magical can destroy it, or he is advised otherwise.


Round Four, continued

12 - The peryton's shadow swings to cover Rasina, and looses another gout of hate.

12 - Montegue: you continue carrying the peryton's body to the east, and you come up short as you realize suddenly that you're about to knock someone over. you look up, and it's the Usurer, the gaunt blacksmith who seems to have his hand in most of the Camp, standing about 10 feet in front of you.

"Are you taking the corpse over to the Sip o' Blood tavern?" he asks, in a nonchalant tone. "They're fresh up on fiendish meats this week."

He turns to glance behind you, and seems to frown without moving much of his face at all. "Death! Sandravia, Brithun! Desist! This is not yet your fight." You look behind you. The priest of Orcus and rangers are looking your way and pausing, consternation crossing their expressions.

12 - Rasina: holds her move action.

12 - Artimus reaches over and heals Rasina 17 points. She is distracted/nauseated and poisoned, but neither fatigued nor (as yet) diseased, so neither of your carrier abilities kick in.

9 - Richard: channels positive energy, healing Rasina, Artimus, and the swarm 11 points each. (you might consider picking up Alignment Channel when you get the chance.)

5 - Windrazor: nothing more is coming from the Desolation.

3 - Rangers: the woman and the dwarf have come to within 25 feet of Artimus and Rasina. At the Usurer's command, the dwarf takes a tentative step backward. "As you say, goodman smith."

The woman stand gape-mouthed at the Usurer for a second or two, indignation slowly drawing over her features. "Like hell!" she says. "This monster swept into Camp, and I'll be damned if I let strangers defend --" At which point, a pale green beam of light passes between the Usurer's right pinky and the woman's forehead. And her clothes settle to the ground, empty. Her quarterstaff clatters as it lands.

Round Five
26 - Rasina has a move action held. She'll get another chance to shake off her conditions just before the dark swarm's next attack.

25 - Durnast: If this thing is from the lower planes, it may be resistant to different types of energy such as fire or electricity. But a decent-sized fireball might in fact do some damage anyways. You see the halfling in the shadows of the temple of Orcus, preparing a transmutation spell with the half-elf woman as its target. Do you want to delay until you see what that does?

24 - Chamomile, to the north of the rangers' compound:
23 - Alia:
22 - Swiftpaws:
19 - Hobgoblin cleric:
14 - Mikka, to the north of the rangers' compound:
13 - Nadeq: intending to levitate Rasina out of the swarm, or else throw his flaming oil.
12 - The peryton's shadow:
12 - Montegue:
12 - Artimus:
9 - Richard:
5 - Windrazor:
3 - Rangers:

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