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  1. - Top - End - #31
    Troll in the Playground
     
    Inspectre's Avatar

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    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    More or less ready to take the voices up on their offer to come down and see how well you do, the leading members of the party advance downstairs into the basement, carefully picking their way over the bodies (and pieces of bodies) carpeting the stairs now.

    The basement of this building would be disturbing even without the gore-soaked entry by stair, as it is set up as a cramped alchemical laboratory dimly lit by patches of bioluminescent fungus much like the passageway Aliani and Miz encountered beneath House Jeggare’s storehouse. In one back corner over by the makeshift doorway leading out into the sewers (now locked shut by Jakkin) there sits an equally crude torture chair, a heavy wooden thing with strips of leather nailed to the frame, which currently holds the lone survivor of Devargo’s mercenaries, his head lolling from side to side as black blood leaks out of the corners of his eyes.

    Administering to this man is a squat, gangly humanoid with blue skin and greasy white hair, dressed in long flowing black robes. Two more flit about the alchemical work benches scattered about the room, picking up and loading into crates numerous stoppered vials of a liquid that shimmers between different colors: black, cobalt blue, orange, and then black again. When Dalen finally sees them, something about the way their dark robes flutter about their arms as they move cause the image of a harrow card to appear in his mind – that of a murder of crows badgering and stealing items from a terrified man – The Crows. A fourth creature, perhaps a head taller than his fellows but clearly of the same species, stands in the back corner of the room opposite the torture chair in the middle of a runic circle burned into the floor that faintly glows with its own malevolent light, adding its own shade to the disturbing ambiance of the room.

    This leader labors feverishly over a frame of twisted metal that seems designed to hold the central piece in place over the metal collection pan that sits in the exact center of the runic circle, and which is adorned with its own runes scratched into the side of the pan all the way around. This central piece is little more than a long, thin metal spike about the size of a kabob skewer upon which a normal human-sized eyeball has been impaled. Bright orange blood oozes out of the pierced depths of the eyeball to flow down the length of the spike to its tip, from where it slowly drips, drop by drop, down into the waiting collection pan below. While such a sight would ordinarily be disturbing to most, there is something deeply wrong with this impaled eye that stirs a sense of primal fear in the back of everyone’s mind who looks upon it (it could do with the fact that the eye seems to always be looking directly at the observer, no matter their position relative to the spike). As the lead member of your group reaches the bottom of the stairs, the leader looks up from his work with a rictus grin.

    “Yes yes, more puppets of the Usurper Queen, here to witness the coming glory! More fuel for the fire! Gaze in awe before your savior, the Bleeding Eye! Kneel and accept the Gift, or continue to struggle against the inevitable and perish! It matters not! City shall burn!”

    “City shall rot!”

    The apparently Shudder-afflicted man screams in reply, struggling against the crude restraints holding him to the chair, which suddenly snap and allow the man to stagger up to his feet, the same rickus grin on his face as black blood continues to ooze down his face from his eyes.

    Battle Music!

    Battle Map

    Spoiler: Notes
    Show

    Our party of heroes has the initiative and therefore you all go first – you may post in any order. If you want to go after a particular person, you are welcome to add something along the lines of “after (insert PC name here), my character will do X” rather than waiting for (insert PC’s player name here) to post.

    Current light-level within the entire laboratory basement is Dim Light – if you have Low-Light or Darkvision, you can see perfectly well. If you have only Normal vision, then everything down here has Concealment (20% miss chance). The street is Bright light due to it being midday, and the upstairs shop is normal light.

    Anyone entering the basement (A1 – H8) – either due to starting there or moving downstairs on their turn must make a DC20 Will Save vs. magical fear. Failure causes the target to be Shaken until the Bleeding Eye is no longer in line of sight/effect.

    By the power of the Harrow, Dalen enjoys a +2 bonus to all d20 rolls for the duration of this fight, including caster level checks to breach spell resistance (this includes items such as wands with a fixed caster level). He’ll find that handy here, I’m sure.


    Spoiler: Map Key
    Show

    (Atavian, Jakkin, Vreeg, and the three Derro are all Small-sized. Didn’t want to monkey around with different sized tokens for this map. Maybe the next one I’ll adjust the token size for Jakkin and Atavian.)

    Pink Border – PC Starting Area, wherever you choose:
    • A6-B8 is downstairs basement
    • A9 – F12 is inside door
    • A13 – F14 is street outside


    Red Border – Alchemy Workbench. Impassable terrain, save choosing to go over or under the workbench covered in dangerous chemicals. You may also attempt to make a DC 15 Strength check as a Standard action to flip one of the tables over and dump the contents onto targets standing on the opposite side of the table if you wish.
    Over – Acrobatics DC 20, Failure = Reflex DC 15 for half damage as something bad happens.
    Under – Acrobatics DC 15, DC 10 if Small, Failure = End Movement as you bump your head, can try again.

    Light Blue Border – Crate of alchemy supplies (mostly vials of Shudder). Difficult terrain, can also be picked up as a Move action and/or Thrown as a Standard action. Unwise to do so with a box of volatile magical chemicals, but wisdom is not a strong suit of anyone here. . .
    Last edited by Inspectre; 2020-04-25 at 07:42 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  2. - Top - End - #32
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Scrambling down into the basement over the mass of bodies isn't anything resembling a good time, but Jakkin isn't about to let that stop him from doing what needs doing. Upon reaching the dim-lit basement, an unreasonable feeling of unease sweeps across him at the macabre spectacle. His hands tremble slightly, and a sick feeling sinks into the pit of his stomach.

    Growling at himself – get it together! – he rolls under the nearest bench and comes up on the other side, facing one of the exotically strange blue creatures. Rushing his punch in an attempt to get this over with, his blow unfortunately misses by a large margin.


    Spoiler: OOC
    Show
    Will Save: Fail. Acrobatics: score higher than DC. Knowledge: Dungeoneering: Fail. Attack: Fail. Starting in B6, moving to D5, attacking Darrow2.

  3. - Top - End - #33
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

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    Oct 2017

    Default Re: The Crimson Echo IC - Season Two

    Silas followed suit as best he could. His hesitation was heavy as his eyes met the eye. Perhaps it reminded him too much of the consequences of past actions. Too much of the child he unwittingly doomed. He could only pray his Vjala was nowhere near such machinations. He hardened his grip on his blade to silence the rattle it made as he stepped into a duel with what might have been the ugliest halfling he'd ever seen. His unease lent him no favours in this fight.

    Spoiler: OOC
    Show
    Start at A6. Move to D4. Target Derro 1.
    Rolled in Discord.
    Attack: 12
    Damage: 7
    ~ Piccadilly Pineapple

  4. - Top - End - #34
    Ogre in the Playground
    Join Date
    Jan 2017

    Default Re: The Crimson Echo IC - Season Two

    "Yes, yes, the city shall burn. That's old news, a tired catchphrase of a lazy mind. I mean, just look at the enormous cobwebs you louts have left about," Dalen's hand sweeps out of his component pouch carrying a tiny strand of spider web and as he whisks it through the air an enormous web stretches across the room.

    Spoiler: OOC
    Show

    Rolled 14+6=20 to save vs fear
    Rolled 8+12=20 on knowledge (local) to know about Derros

    Casting Web to catch Vreeg and Derro 1 and block them from entering combat. The room is exactly 40 ft across, meaning the 20 ft radius spread of web can anchor to both sides of the room.
    Last edited by Darvin; 2020-04-29 at 02:33 AM.

  5. - Top - End - #35
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Aliani tried to be calm, but felt the eye staring penetrating, in this dark basement remarkably like the one where his death had been foretold... he averted his gaze. Better to not let it see into his soul.

    "Stay calm, work together. The people of Korvosa and indeed the very gods themselves watch over us and protect us, as we shall protect this, our city" the actor intoned, his breath catching in his throat as his hand rose to loosen his collar slightly. Silently, he prayed that she would do just that. He didn't engage for now, drawing his morningstar with his other hand as he positioned himself a few feet back from the fray.

    Spoiler: OOC
    Show
    Move to, oh, let's call it B6, while drawing weapon
    Activating Defense domain ability to create 20' emanation surrounding me wherein all allies (currently: everyone) get a +2 deflection bonus to AC and a +2 CMD bonus while in it. This lasts for four rounds.

  6. - Top - End - #36
    Ogre in the Playground
     
    Daemon

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    Default Re: The Crimson Echo IC - Season Two

    Atavian scowls at the scene, where the impaled eye is the icing on this morbid cake. No Lamm, but the whole place is tainted with that man's disgusting footprint. Grabbing a shaving of licorice from his component pouch, the halfling mutters something to himself, and with few motions of his fingers, the shaving vanishes in a sliver of bluish flame. Tallox, Alaini, Jakkin, and Silas are granted preternatual quickness from the magic. "Go Tallox, kill them," the halfling states in tone lacking empathy.

    Tallox is more disturbed by the eye than Atavian. He shakes off his disdain for the totem as best he can, and blitzes across the room to attack the recently shuddered individual.

    Spoiler: Actions
    Show
    Sorry for the delay, life has been crazy.

    I also realized I never cast mage armor on Tallox officially, but that is how every day normally starts for them, so I've added it. If that is a problem, I can remove it.

    Atavian: start on stairs at A7, cast haste, move down stairs to B5,
    Tallox: start at B7, move to F8
    Attack (Shudder): Power attack (bite) (+9+1-1-2 =+7) (1d20+7)[22] Damage: (1d8+9)[17]

    Spoiler: Atavian
    Show
    Atavian Goodbarrel
    M TN Halfling Summoner, Level 4, Init 2, HP 28/28, Speed 20
    AC 18, Touch 13, Flat-footed 16, CMD 12, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 3
    7/day, Dam: 1d6-1+lvl/2, touch Electricity Ray +6 (1d6+1, x2)
    Sickle +2 (1d4-2, x2)
    Chain Shirt +1 (+5 Armor, +2 Dex, +1 Size)
    Abilities Str 6, Dex 14, Con 14, Int 14, Wis 10, Cha 19
    Spells Remaining 2nd 1/2, 1st 3/4
    Condition None

    Spoiler: Tallox
    Show
    Tallox
    M TN Beyonder Eidolon, Level 4, Init 2, HP 21/21, Speed 30
    AC 23, Touch 12, Flat-footed 20, CMD 19, Fort 4, Ref 3, Will 3, CMB +7, Base Attack Bonus 3
    (All attacks get +1 haste, -2 shaken)
    Bite +9 (1d8+6, x2)
    Full (1 bite / 2 claws) +9/+8x2 (1d8+6/1d4+4x2, x2)
    Full (1 bite / 2 claws) PA +8/+7x2 (1d8+9/1d4+6x2, )
    Natural Armor, Mage Armor (+6 Armor, +4 Shield, +2 Dex, +1 Haste)
    Abilities Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Condition Haste 4/4 rounds (Atavian), Mage armor 3/4 hours (Atavian), Shaken (bleeding eye)

  7. - Top - End - #37
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: The Crimson Echo IC - Season Two

    Gavin managed to steel himself against retching as he made his way over the bodies into the room. The strange eye in the corner exerted a pressure on the armiger, but there would be time enough to deal with whatever that thing was. One of the men from Devargo's band might yet live - if they could save him, they had to.

    Dashing around the corner, Gavin lunged at the surgeon derro with his rapier, attempting to skewer the blue-skinned freak before any more damage could be done.

    Spoiler: OoC
    Show

    Failed my Will Save, so that's cool.

    Starting at B8, Gavin moves to F6, where he can make an attack against Derro 3.

    Rapier To Hit: (1d20+6)[15]
    Rapier Damage: (1d6+3)[9]
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  8. - Top - End - #38
    Troll in the Playground
     
    Inspectre's Avatar

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    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    The heroes rush down into the basement, all but Dalen and Atavian greatly disturbed by the existence of the strange bleeding impaled eyeball but heading into battle nonetheless.
    As the group's front-line fighters rush forward, Atavian increases the speed of their movements with a Haste spell (save Gavin), Aliani protects them with a shielding magic, and Dalen hurls a web against the back wall, ensnaring one of the derros and Vreeg, and only narrowly missing snaring Silas as well, who was standing just at the edge of the Web. Dalen meanwhile, ponders what he can remember of the strange blue men.

    (OOC: unless Dalen has some spell-shaping magic that I am unaware of, he can't change the radius of the Web spell from 20', so while he can center the Web such that only "half" of the spell is in the room by centering it on the "north" wall, that still covers the top 4 rows, and sadly there's nowhere else Silas can stand and still attack Derro 1, otherwise I would adjust his positioning by DM Fiat so Silas wasn't caught in the AoE because I know tracking everyone's positions in play-by-post is a pain in the ass. Fortunately, Silas made his Reflex save, so provided he doesn't move from his current square I don't think he risks getting caught in the Web, and can continue swinging away at Derro 1 while it futilely tries to escape its fate. Also, I put Dalen up at the top of the stairs since he needs to be somewhere in the basement in order to see to cast, but I don't think Darvin specified a spot for Dalen.)

    Spoiler: Dalen's Knowledge check Regarding Derro
    Show

    Long considered a mythical inhabitant of Korvosa's underground (OOC: much like Bigfoot or Nessy IRL), the derro are strange blue-skinned humanoids that certainly exist in other parts of the world, just never proven to live beneath Korvosa's streets. They are magically adept and quite mad, existing underground for the sake of survival as their flesh literally burns and melts in direct sunlight. Their magical aptitude also grants them some resistance to magic, although it is generally not exceptionally strong (i.e. they have moderate SR). Like many underground denizens, they have some skill at taming vermin to serve them as pets and test subjects, as well as skill at concocting and utilizing poisons to coat their weapons. They have a great deal of alchemical skill, and are constantly experimenting - often on whatever creatures, sentient or otherwise, that they can catch.



    The strange creatures prove more wily and nimble than they appear, however, and manage to dodge all of the attacks that the shaken party unleashes in their direction. The unfortunate man-turned-Shudder monster remains unlucky, however, as Tallox delivers a vicious bite that tears a chunk out of his side despite the chain shirt he is still wearing. While the grave wound might have felled a normal man, the newly-made Shudder addict simply grins as black blood flows out of his side and drips off of his face.

    "YOU ARE TOO LATE TO STOP WHAT IS COMING!"

    The man screams as the air crackles around him, streamers of lightning popping into existence all around Gavin and Tallox as the energy flows into the man's upraised hand, forming a jagged blade of lightning which he chops down at Tallox's head a moment later, the blade disintegrating on contact against the wall as the beyonder ducks away from the blow.

    Spoiler: Shudder Actions
    Show

    Move - Gather Power (-1 Burn)
    Standard - Metakinesis Kinetic Blast (Empower, +1 Burn) using the Kinetic Blade Form Infusion (Treat as Melee Rather than Ranged Touch Attack, +1 Burn) along with the Synaptic Substance Infusion (+1 Burn Reduced from 2 by Infusion Specialization, Will Save DC 15 or Staggered for 1 Round, can use a move action to end condition early - which is probably a waste given it only lasts 1 Round)
    Melee Touch: (1d20+8)[11]
    Damage: (3d6+1)[10] Lightning x 1.5 = 15 Total Damage
    Hit: Will Save DC 15 or Staggered for 1 round


    Meanwhile, the derro Jakkin threw a punch at draws a primitive-looking club with metal hooks pounded into its business end which glisten with some sort of shimmering goo, and swings wildly at him with a mad shriek. Despite the primitive weapon and the wild swings, the derro manages to catch Jakkin in the face with the hooks, and its only by virtue of the halfling's Hasted speed that he is able to twist away before the derro can use the hooks to rip a nasty gouge down the side of his face. The wound burns as the goo seeps into the wound, but despite feeling light-headed for a moment Jakkin remains upright and unharmed (Fort save passed!) The tiniest of scratches appears on Aliani's face as his Shield Other spell shares the damage.

    The derro stuck in Dalen's web struggles feebly to escape, making no progress in getting out of Silas's reach. The derro leader despite being stuck, seems more amused than concerned, and begins intoning the words to a spell before realizing that the strands of webbing block his hand from making the exact movements necessary to form the spell, causing it to fizzle. No longer amused, he barks something to the last derro, who nods and cackles as he jumps back out of Gavin's reach. That derro then casts a spell, unleashing a cacophonous blast of sound in the middle of the Web that disrupts some of the strands, but fails to break the web completely. In the bargain, the derro currently stuck in the Web screams and goes limp, reeling from the blast while the leader simply grimaces a bit. Finished with its spell, the derro cackles to itself for a moment, and then turns and tries the door to find it jammed, leaving him trapped up against a wall with nowhere else to fall back to. That brings its laughter to an abrupt end.

    Spoiler: Derro
    Show

    Derro #1 - Tries to get free using Escape Artist, fails. Also fails its save against Derro #3's Sound Burst and becomes Stunned, losing its actions in Round 2.

    Derro #2 - Move Action draw Akyls, Standard Action swing at Jakkin - almost criticals, Jakkin passes Fort save and only takes 3 damage
    To-Hit: (1d20+6)[26]
    Damage: (1d6+1)[3]
    Hit: Fort save DC 14 or Poisoned

    Derro #3 - 5' step back away from Gavin, Standard Action Sound Burst, dealing 2 damage to Dalen's web in E1 - H4, 2 damage to Derro 1 (Stunning him), 1 damage to Vreeg. Web's escape DC/Reflex DC is now 2 lower in E1-H4.


    Spoiler: Vreeg
    Show

    Standard - Attempts to cast a spell, fails the concentration check, remains Stuck in Web, but manages to avoid getting Stunned by Derro #3's sound burst.


    Spoiler: Status
    Show

    -Good Guys-
    Aliani: 1 Damage - Shaken, Hasted (3/4), +2 Deflection AC
    Dalen: +2 Deflection AC
    Gavin: Shaken, +2 Deflection AC
    Silas: Shaken, In Web (But Not Stuck), Hasted (3/4), +2 Deflection AC
    Jakkin: 2 Damage - Shaken, Hasted (3/4), +2 Deflection AC
    Tallox: Shaken, Hasted (3/4), +2 Deflection AC
    Atavian: +2 Deflection AC


    -Bad Guys-
    Vreeg: 1 Damage, Webbed
    Derro 1: 2 Damage, Webbed, Stunned (Will Lose Round 2's Action)
    Shudder: 17 Damage, 2 Burn


    Battle Map
    Last edited by Inspectre; 2020-05-03 at 01:42 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  9. - Top - End - #39
    Ogre in the Playground
     
    Daemon

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    Default Re: The Crimson Echo IC - Season Two

    The lightning blast from the shudder-infused thug narrowly misses Tallox. Knowing that would have been... inconvenient, Tallox snarls with rage and hopes to avoid another dangerous attack. He sets into the recently enhanced individual with unnatural celerity, his gnashing maw lashing out along with powerful swings from his claws, granting him multiple opportunities to connect.

    Atavian surveys the battle. Although he knows that these derro could potentially shake it off, he decides to gamble. Holding up his hand, blue-white bolts of electricity jump from between his fingers until the channeled energy arcs across the room toward the derro trying to escape.

    Spoiler: Actions
    Show
    Atavian: Knowledge (local): 15+10 = 25
    Atavian: aelectricity ray, ranged touch attack (Derro 3) (1d20+6)[18] SR (1d20+2)[13] Damage (1d6+1)[2]
    Note: caster level is at -2 for this attack, which I think would mean SR check is +2 instead of +4. Also, I think for the ranged touch attack, the Derro may have cover.

    Tallox: Full Attack on Shudder, if killed, 5ft step to G7
    Full Attack (Shudder): Power attack (bite) 1: (1d20+7)[12] Damage: (1d8+9)[11]
    Power attack (bite) 2: (1d20+7)[11] Damage: (1d8+9)[12]
    Power attack (L claw): (1d20+6)[8] Damage: (1d4+6)[7]
    Power attack (R claw): (1d20+6)[25] Damage: (1d4+6)[9]

    Spoiler: Atavian
    Show
    Atavian Goodbarrel
    M TN Halfling Summoner, Level 4, Init 2, HP 28/28, Speed 20
    AC 18, Touch 13, Flat-footed 16, CMD 12, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 3
    6/7 remaining Dam: 1d6-1+lvl/2, touch Electricity Ray +6 (1d6+1, x2)
    Sickle +2 (1d4-2, x2)
    Chain Shirt +1 (+5 Armor, +2 Dex, +1 Size, +2 Deflection)
    Abilities Str 6, Dex 14, Con 14, Int 14, Wis 10, Cha 19
    Spells Remaining 2nd 1/2, 1st 3/4
    Condition +2 Deflection (Aliani)

    Spoiler: Tallox
    Show
    Tallox
    M TN Beyonder Eidolon, Level 4, Init 2, HP 21/21, Speed 30
    AC 25, Touch 15, Flat-footed 20, CMD 19, Fort 4, Ref 3, Will 3, CMB +7, Base Attack Bonus 3
    (All attacks get +1 haste, -2 shaken)
    Bite +9 (1d8+6, x2)
    Full (1 bite / 2 claws) +9/+8x2 (1d8+6/1d4+4x2, x2)
    Full (1 bite / 2 claws) PA +8/+7x2 (1d8+9/1d4+6x2, )
    Natural Armor, Mage Armor (+6 Armor, +4 Shield, +2 Dex, +1 Haste, +2 Deflection)
    Abilities Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Condition Haste 3/4 rounds (Atavian), Mage armor 3/4 hours (Atavian), Shaken (bleeding eye), +2 Deflection (Aliani)

  10. - Top - End - #40
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Aliani winced as the derro clubbed Jakkin in the face, instinctively drawing his hand to his face. Not so bad. He could handle that. The others seemed unlikely to be effective, or caught in the web... but the man possessed by the shudder, that was another matter entirely. He had seen firsthand what those could do, or remembered it as if he had, which was more or less the same thing?

    He slid along the side of the room with his feet practically dancing, and began hurling a stream of invective at the Shudder-infused man, even slipping occasionally into Elvish as his speech borrowed the cadence of the taunt of the enemy. "Buildings may burn. Wood may rot. Corruption may take hold in the mad and the power hungry, but the people in one voice are too strong, too powerful, and though our bodies may one day fail, not this place! Not today! Join us, or leave us forever!"

    A beam of light flashed from his hand, flying toward its target.

    Spoiler: Actions
    Show
    Move from B6 - C8. Note: my deflection aura comes with me, so it's now 20' emanating from C8.
    Cast Admonishing Ray at Shudder Guy. Attack (1d20-1)[16] (includes +1 Haste, -2 Shaken, -4 firing into melee) vs touch
    Damage, if applicable: (4d6)[14] nonlethal

  11. - Top - End - #41
    Barbarian in the Playground
     
    PiccadillyPi's Avatar

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    Oct 2017

    Default Re: The Crimson Echo IC - Season Two

    Silas flourished his blade as various magical energies boosted his resolve. He still felt a remote unease as the eye followed his vision through thick strands of web. Had that barrier not appeared, he most certainly would have thrown something - perhaps a box of chemicals - at it. Raising his blade once again, now in double-time, he slashed twice at the derro held helplessly at the edge of Dalen's silken trap.

    Spoiler: OOC
    Show
    Attacking derro 1 (E3).

    Shaken (-2 atk) + haste (+1 atk) = -1 to atk.

    Attack 1: (1d20+8)[10]
    Damage 1: (2d4+4)[11]

    Attack 2: (1d20+8)[11]
    Damage 2: (2d4+4)[8]

    Crit check 1: (1d20+8)[16]
    Crit check 2: (1d20+8)[24]
    ~ Piccadilly Pineapple

  12. - Top - End - #42
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: The Crimson Echo IC - Season Two

    Gavin's focus narrowed on the derro attempting escape, his training as a duelist blocking out the cacophony around him. "Ah, is your door jammed, freak? A pity." Taking a quick step back into reach of his target, Gavin once again thrust with the rapier, hoping to ram it through the creature's neck.

    Spoiler: OoC
    Show


    Gavin moves to F5, then to G5. He also makes an Acrobatics check to avoid an AoO from the Shudder patient, if necessary.

    Acrobatics - (1d20+6)[7]

    Then, he attacks Derro 3 once again.

    Rapier To Hit - (1d20+6)[18]
    Rapier Damage - (1d6+3)[4]
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  13. - Top - End - #43
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Blood trickling into his beard from the stinging cut, magic singing in his veins and pushing him on ever-faster, Jakkin unleashes his fists upon his club-wielding opponent. While he'd like to place his attacks more carefully, the uncertain light makes this problematic and he settles for rattling blows off flesh and armour alike.


    Spoiler: OOC
    Show
    Full attack vs Derro 2: 19, 14. Concealment defeated. Damage: 6, 7

  14. - Top - End - #44
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    "Such an adorable misconception. We will not 'stop' what is to come, any more than a bullfighter stops his adversary in a direct charge. No, he lures it into his red cloak and then-" Dalen flourishes his cloak, tossing the small clump of dust kept in his component pouch just for this spell, "stabs it as it passes without harming him,"

    Spoiler: OOC
    Show

    Cast Glitterdust, catching Shudder and Derro 3 in the area of effect. Ideally it should resolve before Gavin moves.
    Will DC 18 negates blindness
    SR: No
    Last edited by Darvin; 2020-05-05 at 11:36 PM.

  15. - Top - End - #45
    Troll in the Playground
     
    Inspectre's Avatar

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    Jul 2007

    Default Re: The Crimson Echo IC - Season Two

    The party has mixed success in capitalizing on their initial success - Jakkin manages to return his facial scratch with a black eye and Gavin's rapier leaves a long scratch in the arm of his opponent, but Silas sword gets tangled up in the strands of webbing and fails to harm his immobile, drooling target and Atavian's arc of electricity dissipates harmlessly over the derro's flesh (that -2 caster level really hurt you there - normal level 4 check would have beat the SR ). Things return to swinging in the party's favor as Tallox rips open another deep gash in the Shudder-infused man's chest and Aliani sends him staggering back a step with a magical blow of fatigue, right before Dalen puts out the man's lights entirely with a blinding flash of glitter (along with the nearby derro's, just before Gavin gets in the area of effect . . . somehow).

    And that's when the derro attempt to cheat, as their leader - who is still struggling in the midst of the web - barks out an order in the derro language and both non-drooling derro cackle back a reply before both start to cast a magical spell. The one dueling Jakkin attempts to adopt a defensive stance while casting before reaching out its non-weapon hand to touch a flask on the nearby alchemy bench, while the blinded derro, unable to effectively see the angle of Gavin's attack simply casts blindly and trusts in his armor to protect him. Nothing happens as the derro Jakkin is fighting touches the flask, and the creature looks confused a moment before spitting something in its native tongue that could only be a curse as the magic fails due to its haste.

    Spoiler: Derro
    Show

    Vreeg attempts to escape the weakened web, and fails. He's rather annoyed about his piss-poor dice luck thus far.

    Derro #1 is Stunned this round, and doesn't get a chance to escape the Web.

    Derro #2 attempts to defensively cast Darkness. If this succeeds, he will attempt to move away from Jakkin to go bother someone else - probably Aliani. FAILS
    Concentration: (1d20+6)[18] vs. DC 19

    Derro #3 attempts to cast Darkness non-defensively, provoking an AoO from Gavin. If hit, he will need to roll concentration to keep casting. If he succeeds, he will also run off in the darkness to go bother someone else.
    Concentration: (1d20+6)[11] vs. DC of 10+Gavin's damage+2


    Meanwhile, despite being blind the Shudder-infused man looks up directly at Dalen as his parting taunt hangs in the air, his face still frozen in that rictus-grin as black blood continues to streak down it. A hint of something else shines through as the man speaks with sudden eloquence, sparks of electricity again beginning to arc towards his hand as he stumbles forward.

    "BULL FIGHTING, YOU SAY? SHALL WE TEST THAT THEORY, MASTER WIZARD!?"

    In a blur of motion, the man stretches his arms wide as lightning arcs between his hands, and then the energy is washing across the room towards the stairs, not as an aimed bolt of lightning but as a wide arc of energy that will hit Dalen right in the chest if he does not manage to get out of the way in time! As the wave of magical lightning subsides, the Shudder-infused man is now surrounded by a crackling corona of energy, adding its own menacing light to the basement's eerie illumination.

    Spoiler: Shudder
    Show

    Move Action: Gather Power
    Blindly take a 5' Step foward towards Dalen - 1 he goes F6 putting him next to Gavin, 2 he goes to F7 keeping him still next to Tallox. This is a ranged blast this time, so it will provoke an AoO from one of them (assuming Gavin hasn't already used his for the round on Derro #3). This AoO will not interrupt the attack since it's a ranged attack rather than a spell I believe, similar to how AoOs don't interrupt ranged attacks from a bow/gun - assuming the AoO doesn't kill the archer.

    Standard Action: Metakinesis Kinetic Blast (Empower, +1 Burn) using the Spindle Form Infusion (Treat as AoE Blast in 2 adjacent squares rather than aimed ray attack - Reflex Save DC 15 to Negate Entirely, +2 Burn, -1 Burn from Gather Power, -1 Burn from Infusion Specialization)
    Damage: (3d6+5)[14] Electricity x 1.5 = 21 Electricity Damage, Reflex Save DC 15 to Negate entirely


    Spoiler: Status
    Show

    -Good Guys-
    Aliani: 1 Damage - Shaken, Hasted (2/4), +2 Deflection AC
    Dalen: +2 Deflection AC - 21 DAMAGE PENDING DC 15 REFLEX-
    Gavin: Shaken, +2 Deflection AC
    Silas: Shaken, In Web (But Not Stuck), Hasted (2/4), +2 Deflection AC
    Jakkin: 2 Damage - Shaken, Hasted (2/4), +2 Deflection AC
    Tallox: Shaken, Hasted (2/4), +2 Deflection AC
    Atavian: +2 Deflection AC


    -Bad Guys-
    Vreeg: 1 Damage, Webbed
    Derro 1: 2 Damage, Webbed
    Shudder: 26 Damage, Blinded, 14 Non-Lethal 3 Burn, +2 DEX/CON from Elemental Overflow - PENDING TALLOX AOO
    Derro 2: 6 Damage
    Derro 3: 4 Damage - PENDING GAVIN AOO



    Battle Map
    Last edited by Inspectre; 2020-05-06 at 05:35 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  16. - Top - End - #46
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    The surge of lightning from the shudder-infused man catches Dalen nearly by surprise, and he reflexively ducks down and shields his face behind his cloak. It glows momentarily as the sparks of lightning strikes exactly along the seam of spell-diffusing enchantment placed along the cloak. The spell crackles all around Dalen, but leaves him almost completely unharmed.

    "I'm afraid you only singed my cloak sir," Dalen extends his wand as he rises to his feet, takes a casual aim, and unleashes two bolts of magical energy, "but by all means, keep trying and see just how futile it is,"

    He then slinks away from where he stands as silently as his feet will carry him.

    Spoiler: OOC
    Show

    Bluff check to try to get him to blast Dalen's current location again: (1d20+10)[28]
    Use Wand of Magic Missile (now at 18 changes): (2d4+2)[7]
    Stealth check to move away from Dalen's current location without him hearing: (1d20+6)[21]
    Move to A5 behind Atavian

  17. - Top - End - #47
    Ogre in the Playground
     
    Daemon

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    Default Re: The Crimson Echo IC - Season Two

    Mostly infuriated that the drug-addled man was still standing, Tallox emits a low bestial growl, vaguely resembling some form of sinister purr. Again, the quickened monster gnashes his toothy jaws and windmills his powerful claws into the man.

    With Gavin engaging the escaping creature, Atavian adjusts targets. A blue-white bolt of lightning arcs from his fingers, but this time just over the table at the closest Derro.

    Spoiler: Actions
    Show
    Atavian: electricity ray, ranged touch attack (Derro 2) (1d20+2)[17] SR (1d20+2)[14] Damage (1d6+1)[6]

    Tallox: Full Attack on Shudder, 5ft step to G7
    Full Attack (Shudder): Bite 1: (1d20+7)[27] Damage: (1d8+9)[16]+14 = 30 if 24 hits
    Bite 2: (1d20+7)[26] Damage: (1d8+9)[15]
    L claw: (1d20+6)[9] Damage: (1d4+6)[7]
    R claw: (1d20+6)[11] Damage: (1d4+6)[9]

    Spoiler: Atavian
    Show
    Atavian Goodbarrel
    M TN Halfling Summoner, Level 4, Init 2, HP 28/28, Speed 20
    AC 18, Touch 13, Flat-footed 16, CMD 12, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 3
    5/7 remaining Dam: 1d6-1+lvl/2, touch Electricity Ray +6 (1d6+1, x2)
    Sickle +2 (1d4-2, x2)
    Chain Shirt +1 (+5 Armor, +2 Dex, +1 Size, +2 Deflection)
    Abilities Str 6, Dex 14, Con 14, Int 14, Wis 10, Cha 19
    Spells Remaining 2nd 1/2, 1st 3/4
    Condition +2 Deflection (Aliani)

    Spoiler: Tallox
    Show
    Tallox
    M TN Beyonder Eidolon, Level 4, Init 2, HP 21/21, Speed 30
    AC 25, Touch 15, Flat-footed 20, CMD 19, Fort 4, Ref 3, Will 3, CMB +7, Base Attack Bonus 3
    (All attacks get +1 haste, -2 shaken)
    Bite +9 (1d8+6, x2)
    Full (1 bite / 2 claws) +9/+8x2 (1d8+6/1d4+4x2, x2)
    Full (1 bite / 2 claws) PA +8/+7x2 (1d8+9/1d4+6x2, )
    Natural Armor, Mage Armor (+6 Armor, +4 Shield, +2 Dex, +1 Haste, +2 Deflection)
    Abilities Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Condition Haste 2/4 rounds (Atavian), Mage armor 3/4 hours (Atavian), Shaken (bleeding eye), +2 Deflection (Aliani)

  18. - Top - End - #48
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    Default Re: The Crimson Echo IC - Season Two

    "So kind of you to stay still!"

    He couldn't help but mock his own inability. Letting out a sigh as he glanced back to see if there were any witnesses to his embarrassing display, Silas rolled his shoulders before attacking again.

    Spoiler: OOC
    Show
    Shaken + haste attacks vs Derro 1
    Attack 1: (1d20+8)[23]
    Damage 1: (2d4+4)[9]

    Attack 2: (1d20+8)[22]
    Damage 2: (2d4+4)[8]

    Crit 1: (1d20+8)[22]
    Crit 2: (1d20+8)[10]
    ~ Piccadilly Pineapple

  19. - Top - End - #49
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Hearing Jakkin's annoyed call for assistance, Aliani looked briefly around the room to see who else he might be talking to... no, he was needed. At least the Shudder-infested creature was down for the moment.

    Wordlessly, he advanced on the derro Jakkin was engaged with, taking a swing with his morningstar. The footing wasn't the best, but that couldn't be helped.

    Spoiler: OOC
    Show
    Move to flank with Jakkin, standing on the crate south of the derro he's fighting
    Attack! (1d20+5)[12] includes +2 from flanking, damage (1d8)[5]

  20. - Top - End - #50
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Frustrated by being hemmed in on two sides by tables and no real opportunity for taking advantage of his admittedly excellent mobility, Jakkin bursts out angrily even as utter blackness closes down like a wall to his left.

    "If someone can come distract this bloke, I'd blasted appreciate it!" the bearded pugilist bellows – and to his amazement, one of his allies heeds his call! As the blue-skinned freak’s attention is momentarily taken up by a swung morningstar, Jakkin takes advantage of the distraction to place his blows a lot less sportingly that he has been.

    Despite landng blows that would have flattened another Halfling, something about these creatures’ skin made them much tougher targets and he failed to even make a mark.

  21. - Top - End - #51
    Troll in the Playground
     
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    Default Re: The Crimson Echo IC - Season Two

    Gavin snarls quietly to himself as all fades to blackness around him.

    "Hiding in the dark isn't going to save you, freak."

    He growls, thrusting out with his rapier where he still believed the derro to be.

    Spoiler: Gavin
    Show

    To-Hit: (1d20+6)[17]
    Damage: (1d6+3)[7]
    Blind Miss Chance (51 or Higher): (1d100)[37]


    "Who said anything about being saved? We are all damned to destruction!"

    A voice hissed off from the hellknight armiger's right as the derro shifts in the darkness, pulls out a hooked club of his own, and swings away at the blind Gavin. Meanwhile, the derro caught in Dalen's web finally manages to pry himself free and charges back into the cover of the darkness with a shriek, just barely managing to avoid Silas's falchion and becoming stuck in another portion of Dalen's webs (Silas AoO barely misses and the derro barely succeeds at his Escape Artist to avoid becoming ensnared in Dalen's weakened webs.) The final derro, flanked now by both Jakkin and Aliani, decides that discretion is the better part of valor and dives under the alchemist bench separating him from the relative safety of the darkness. Or at least, he tries, banging his head on the underside of the table which slows him enough for Aliani to clip him with his mace - Jakkin's fist still failing to find purchase against the derro's surprisingly tough hide before the derro scrambles the rest of the way underneath the table and into the darkness on the other side of the alchemy bench.

    Spoiler: Derro
    Show

    Derro #1 - Succeeds at Escape Artist from the web, moves into the darkness, provoking from Silas (missed) and succeeds on the Escape Artist to avoid becoming Webbed again in his current square.
    Derro #2 - Fails all of his acrobatics checks to avoid AoOs from Jakkin (miss) and Aliani (hits), and then succeeds on his second move action to tumble underneath the table, provoking a 2nd AoO from Jakkin (also misses).
    Derro #3 - 5' Step to the south, Move action to pull out aklys, Standard Action to attack the blinded Gavin
    To-Hit: (1d20+6)[23]
    Damage: (1d6+1)[4]
    Sneak Attack: 2
    Hit: Fort Save DC 14
    Gavin's Fort Save (Using Charmed Life if necessary): (1d20+8)[28]


    Elsewhere, the battle against the Shudder-infused man finally comes to an abrupt halt as Dalen produces a wand, blasting him with several magical projectiles before creeping down the stairs to join Atavian. The man staggers at the edge of the darkness (we'll assume Dalen was able to see enough of him to still target him with magic missile, as while it does always hit I believe you still need to see him to target him, and he's just inside the Darkness radius now, but I'm not particularly enthusiastic about going back now), two new small holes pockmarking his chest and yet he remains standing.

    "DANCE ABOUT ON THE STRANDS OF THE INFINITE WEB AS MUCH AS YOU WISH, INSECT, BUT KNOW THAT YOU WILL STILL LEARN AS SHE DID THAT THE FUTURE IS IMMUTABLE! CITY SHALL BURN, CITY SHALL R-"

    Tallox finally manages to shut the man up by clamping his teeth down around the man's windpipe, breaking his neck and tearing a sizable chunk out of his jugular (it appears that first bite attack was a potential crit even, so yeah . . . super dead!), although the beyonder still doesn't quite manage to rip his head off. Nonetheless, that finally seems to shut the man up and take him out of the fight as there are limits to the human body that even Shudder cannot overcome, and he collapses into a bloody heap in the darkness. As Tallox debates what to do about the sizable chunk of the man's flesh lodged in his teeth now, that decision is taken out of his hands as the man's blood seems to move of its own accord, flowing down Tallox's throat and into what passes for his stomach. Although his mental link with the beyonder does not convey all sensations - a fact which Atavian is probably grateful for right now - the summoner can nonetheless pick up on the beyonder's sudden confusion as dozens of different versions of the basement become superimposed on his vision. People are in different places in the room - no, multiple places at once, and the battle plays out with subtle differences all around Tallox. The effect is really quite disorienting, but fortunately the outsider hunter has honed enough of his other senses - which don't appear to be affected - that they can compensate and help inform him of which image is an illusion and which is "real".

    (Tallox suffers from a minor case of Shudder poisoning, and is somewhat disoriented by all of these other battles playing out in front of his eyes. All targets are now treated as under the effects of a Blur (20% concealment) spell.)

    Finally in the darkness, the derro leader manages to finally free himself, and there is the rasp of metal on darkness as he seems to extract the skewered eye from its frame.

    "It is not yet time for our confrontation, pawns of the Usurper Queen! Let us see how you handle something a little more . . . robust. ODIUM!!!"

    The leader shrieks, and suddenly there is a rumble and a muffled crackling shriek from the ground in reply to the last word he bellows out. A few moments later, and the ground over in that corner, packed earth and stone all, erupts upwards in a geyser as some sort of centipede-like thing emerges from the floor. Although it is partially obscured by the Darkness spell, enough of it can be seen to know that it is a centipede-like creature as big as a horse, with crystals jutting up out of its flesh like painful lesions, which glow with a bright fiery red light. Blackish blood oozes out from around the crystals embedded in its flesh, and flickers of flame wink in and out of existence on the surface of the gooey drool coating its massive pincher mandibles. Clearly the derro haven't been just experimenting with Shudder on human subjects (Knowledge Arcana to identify the base creature).

    Spoiler: Odium
    Show

    Kool-Aid mans up out of the floor, burning away the webs in its four squares as it does so. It does not seem to take the fire damage from the web burning away in its squares.


    Spoiler: Status
    Show

    -Good Guys-
    Aliani: 1 Damage - Shaken, Hasted (1/4), +2 Deflection AC
    Dalen: +2 Deflection AC
    Gavin: 6 Damage - Shaken, +2 Deflection AC
    Silas: Shaken, In Web (But Not Stuck), Hasted (1/4), +2 Deflection AC
    Jakkin: 2 Damage - Shaken, Hasted (1/4), +2 Deflection AC
    Tallox: Shaken, Hasted (1/4), +2 Deflection AC (Targets have effects of Blur)
    Atavian: +2 Deflection AC


    -Bad Guys-
    Odium: PISSED
    Vreeg: 1 Damage
    Derro 1: 19 Damage
    Shudder: DEAD
    Derro 2: 16 Damage
    Derro 3: 4 Damage



    Battle Map
    Last edited by Inspectre; 2020-05-11 at 07:51 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  22. - Top - End - #52
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Aliani squirmed as the giant Cytillipede was summoned; he'd read something about this... somewhere. Mutated centipedes with huge pointy jaws dripping with poison, or some such. "Everyone! New target! I'll distract the others! Work together! Oh, and don't get bit, it's poisonous!"

    Now, for a distraction. What could be more distracting than a crash of God-only-knows-what nasty liquids in a dark area? They'd surely have to step carefully to avoid that mess, wherever they were. That table didn't look that heavy...

    Spoiler: OOC
    Show
    Why not, I'll take a table flip attempt on the table to my right. Maybe there will be an earth shattering kaboom. Maybe that will even be GOOD!
    Strength check: (1d20)[12]

    If successful move to C2. If not, 5' step to C8.

  23. - Top - End - #53
    Ogre in the Playground
     
    Daemon

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    Default Re: The Crimson Echo IC - Season Two

    Atavian stares wide-eyed at this new monstrosity, peering at what pieces extend out of the darkness. "By the myriad unmentionable parts of Rovagug... I think its a Cytillapede! They can shed magic with ease and that carapace is going to be rough... curses," he did not like this turn of events one bit. The halfling starts working with a pinch of iron filings, and moves a bit closer to Tallox as he does so. The incantation that rolls off his tongue and the delicate motions through his fingers cause the filings to spark and vanish, then, Tallox begins to grow...

    The beyonder, still gagging from the foul blood that forced its way down his throat, but he rises up to his new full 14' in height. He momentarily tests his enlongated arms and opens his now massive jaw before bellowing a chuckle, deeper and more sinister than his usual utterances. He strikes with full fury at the two - or is it four - wobbly blue men nearby.

    Spoiler: Actions
    Show
    Atavian: move to C8
    Cast Enlarge Person on Tallox

    Tallox: If Alaini's action put toxic chemicals near Tallox, he will first step away to G7, then occupy G7-H8 on growth
    Otherwise, he will occupy F7-G8
    Full Power Attack on Derro 2, if Derro 2 dies, attack Derro 3
    Full Power Attack (Derro2/3): Bite 1: (1d20+7)[27] Damage: (2d6+10)[13] (Blur miss on 1-20 (1d100)[75])
    L claw: (1d20+6)[7] Damage: (1d6+7)[12] (Blur miss on 1-20 (1d100)[62])
    R claw: (1d20+6)[14] Damage: (1d6+7)[13] (Blur miss on 1-20 (1d100)[94])
    Bite 2: (1d20+7)[16] Damage: (2d6+10)[18] (Blur miss on 1-20 (1d100)[22])

    Note: Tallox has darkvision, 10' attack range, and his mouth is made of greatswords

    Spoiler: Atavian
    Show
    Atavian Goodbarrel
    M TN Halfling Summoner, Level 4, Init 2, HP 28/28, Speed 20
    AC 18, Touch 13, Flat-footed 16, CMD 12, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 3
    5/7 remaining Dam: 1d6-1+lvl/2, touch Electricity Ray +6 (1d6+1, x2)
    Sickle +2 (1d4-2, x2)
    Chain Shirt +1 (+5 Armor, +2 Dex, +1 Size, +2 Deflection)
    Abilities Str 6, Dex 14, Con 14, Int 14, Wis 10, Cha 19
    Spells Remaining 2nd 1/2, 1st 2/4
    Condition +2 Deflection (Aliani)

    Spoiler: Tallox
    Show
    Tallox
    M TN Beyonder Eidolon, Level 4, Init 2, HP 21/21, Speed 30
    AC 23, Touch 15, Flat-footed 20, CMD 19, Fort 4, Ref 3, Will 3, CMB +7, Base Attack Bonus 3
    (All attacks get +1 haste, -2 shaken)
    Bite +9 (1d8+6, x2)
    Full (1 bite / 2 claws) +9/+8x2 (1d8+6/1d4+4x2, x2)
    Full (1 bite / 2 claws) PA +8/+7x2 (1d8+9/1d4+6x2, )
    Natural Armor, Mage Armor (+6 Armor, +4 Shield, +2 Dex, +1 Haste, +2 Deflection, -1 Size, -1 Dex)
    Abilities Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Condition Haste 1/4 rounds (Atavian), Mage armor 3/4 hours (Atavian), Shaken (bleeding eye), +2 Deflection (Aliani), Enlarge person 4/4 minutes (Atavian), Shudder madness (diet)

  24. - Top - End - #54
    Ogre in the Playground
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    Default Re: The Crimson Echo IC - Season Two

    Gavin cursed under his breath as a club struck him in the darkness. There were very few times he regretted not having a bit of magic on his side, but not being able to see where to put his sword frustrated him like little else. Then, from behind him, a rumble, crash, and the clacking of mandibles.

    "Cytilapede, eh? Maybe you'll be easier to stab."

    Pulling away from his previous dance partner, Gavin carefully made his way through the darkness to where he could hear the monstrous insect, and stabbed as best he could into the dark.

    Spoiler: OoC
    Show


    Gavin moves from G5 to G3 at half speed, attempting to avoid AoOs with Acrobatics. Once there, he stabs in the general direction of monstrous centipede sounds. And I think I read we're no longer shaken? Which would be great?

    To Hit - (1d20+8)[12]
    Miss Chance - (1d100)[39]
    Damage - (1d6+3)[4]
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  25. - Top - End - #55
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    Default Re: The Crimson Echo IC - Season Two

    "We'll cytillipede later! Get that blasted mage!"

    Silas threw his sabre into the muddy floor. With one hand he grasped a chakram from his waist, quickly throwing it at the magician on the far side of the room. As the weapon flew from his hand, his tail handed him another disc of death. Circling back, he launched it into the darkness in pursuit of its twin. Rarely did he count his blessing gifted to him by his father, but his eyes would prove useful that day. His aim however...

    Spoiler: OOC
    Show
    Free action to drop falchion. Move action to draw 1 chakram. Swift action with prehensile tail to grab 1 chakram. Hasted + shaken = -1 to attack.

    Chakram attack vs Vreeg (+4 AC from cover):

    Attack 1: (1d20+6)[13]
    Damage 1: (1d8+3)[4]

    Attack 1: (1d20+6)[12]
    Damage 1: (1d8+3)[7]

    Crit check 1: (1d20+6)[15]
    Crit check 2: (1d20+6)[21]
    Last edited by PiccadillyPi; 2020-05-12 at 11:25 AM.
    ~ Piccadilly Pineapple

  26. - Top - End - #56
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    Default Re: The Crimson Echo IC - Season Two

    Dalen gives a nod towards Silas. This centipede creature was a distraction. Even if it was a long-shot, attempting to nab the real prize here and now as worth the risk. He turns his attention to the Derro leader and gives a calm but mocking derision, "Oh, don't run away now. Stay and talk, and we might end up seeing things... eye to eye,"

    Spoiler: OOC
    Show

    Ready an action to cast Hideous Laughter on Vreeg when he leaves the darkness (Will DC 19 negates)
    Spell Resistance (1d20+6)[22]

    Knowledge Arcana to identify any details my allies haven't: (1d20+13)[29]
    Last edited by Darvin; 2020-05-12 at 11:06 PM.

  27. - Top - End - #57
    Barbarian in the Playground
     
    PirateGuy

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    Default Re: The Crimson Echo IC - Season Two

    Jakkin curses as his unwarrantedly difficult opponent manages to scramble away despite his best efforts.

    "MAYBE IF WE CAN HAVE OUR GIANT MONSTER DEAL WITH THEIRS?" he bellows, digging into his bandolier and withdrawing...a handful of fire?

    Casting this ball of flame into a tight orbit about his head, it proceeds to illuminate his immediate area as the divinely-bestowed eternal flame spell burns merrily away like a shooting star.

    Slipping past his ally Jakkin rolls under the next table and comes up beside one of the remaining blue-skin, a fierce grin on his bearded face despite the close proximity of the mutated bug thing.

    "Hello, ducks!" he cheerily greets the foe, his gnarled fists coming up to strike.

    Spoiler: OOC
    Show
    Withdraw Item and start Ioun Torch spinning, move through Silas’ space and Acrobatics under table (bonus to Acrobatics exceeds DC). End in E3.

  28. - Top - End - #58
    Troll in the Playground
     
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    Default Re: The Crimson Echo IC - Season Two

    Drawing a magical stone, Jakkin lets it loose to fly around his head and then moves close into the darkness. The stone begins to emit magical light as it spins around the halfling's head, and the magic crackles against the derro's summoned darkness until it collapses and the derro and their pet are once again exposed to view, this time in bright light.

    (OOC: I believe that the effects of the darkness spell are merely suppressed not dispelled currently, as you would need to cast the Continual Flame spell directly on the object enchanted with the Darkness spell to dispel it for good - which wouldn't work short of Jakkin pressing his ioun torch up against the door, and I've seen some suggestions that such an interaction would dispell *both* objects, so I assume he won't want to do that. Regardless, it's an academic difference anyway since until Jakkin puts the ioun torch away or it's somehow destroyed, and the darkness spell is suppressed and it will only last a few minutes anyway.)

    This exposes the derro leader to view, who immediately collapses to the ground laughing uproariously at Dalen's pun (man, the dice REALLY hate him with that Nat 1 on the first save.). This along with the cover provided by the massive centipede blocks the leader from Silas's dual chakrams. The leader falls to the floor, clutching the bloody dripping eyeball skewer to its chest as it rocks back and forth on the floor, rolling about for only a few moments before its laughter suddenly stops (Vreeg passes the follow-up save, using a full-round action on his next turn - which, sadly, is "right after" Dalen's turn with how we handle initiative order. He remains prone and visible in the combat area for this next round instead of fleeing this turn, at least.) Unfortunately, now that the Eye is exposed to view again the shiver of fear returns to everyone affected by the Eye's presence.

    Spoiler: Vreeg
    Show

    Spends full-round action laughing to get his second and final save against Dalen's Hideous Laughter, which he narrowly makes, leaving him Prone but able to act on his next round of actions instead of having to continue laughing uncontrollably for 3 more rounds.


    For just the briefest of moments the massive cytillipede turns its head quizzically to look at its apparent master, and then with a shriek of rage surges forward, bowling over Gavin with tremendous force and sending him and the derro who had just escaped from Silas - who was also unluckily in the way - backward toward Tallox, and it is only the creature's now-massive chest which stops Gavin's tumble. As the creature rushes past, Jakkin's fist flashes out reflexively, and it clearly penetrates through the monster's armored hide - an act not entirely without price as the intense heat from the creature's skin burns Jakkin's knuckles. A moment later the monstrosity shrieks again as the crystals embedded down its back begin to glow much brighter, and the space immediately around the creature quickly becomes uncomfortably hot.

    Spoiler: Odium
    Show

    Standard: Bullrushes Gavin & Derro #1, getting obscenely high numbers over and above each's CMD, allowing it to push Derro #1 two squares and Gavin three squares. It stops pursuing Gavin after moving two squares, and uses the final square of push to send him into G6, where he is flanked by Derro #2 (in F6) and Derro #3 (in H6). This bullrush movement provokes an AoO from Jakkin, who hits Odium for 8 damage, and takes (1d4)[4] Fire in return for using a natural attack.
    Swift: Actives Molten Core, boosting Fire damage for attacking with natural weapons up to 1d6. Additionally, all creatures that end their next turn adjacent/within 5' of Odium take (1d6)[3] Fire damage. This damage has already been applied to Derro #1, and Derro #3.

    This heat will also remove the rest of Dalen's web in the E2-H4 region at the start of Odium's next turn, dealing Web burning fire damage to anyone in E2-E4, and H2-H4. Only Jakkin and Vreeg are currently affected by this, I believe.

    Move: Pose for the camera like an insectile Godzilla.


    Getting knocked so far backward is unfortunate for the armiger, as that position puts him directly in between the two derro that Tallox is currently attempting to rend to pieces. The one shrieks as the beyonder's jaws close on its shoulder, but it manages to twist about and tear itself free from his grip, only narrowly escaping death this time (although given the bloody mess the derro's chest is now, death is closing in on swift wings for the tough little blue abomination). Despite the obvious danger that Tallox poses to them both, however, the two derro cackle maniacally as they pummel Gavin from both sides with their hooked clubs - until a moment later the less wounded derro steps back, leaving its seriously injured comrade to face Tallox's wrath alone. The last derro turns back to face its tormentor Silas, focusing on its magic before pointing an accusatory finger at the tiefling and sending a jolt of magical chaos into his mind.

    Spoiler: Derro
    Show

    Derro #1
    Standard: Defensively Cast Daze at Silas, making the roll to do so. Silas must make a DC 13 Will Save or be Dazed for his next turn.
    Move: 5' step to G5, getting burned by Odium for its trouble.

    Derro #2
    Standard: Attack Gavin with flank
    To-Hit: (1d20+8)[12]
    Damage: (1d6+1)[2] plus (1d6)[3] Sneak Attack

    Derro #3
    Standard: Attack Gavin with flank
    To-Hit: (1d20+8)[20]
    Damage: (1d6+1)[7] plus (1d6)[4] Sneak Attack
    Move: 5' Step to H5, getting burned by Odium but escaping from Tallox (he doesn't know about the Reach from being Tall & Large yet, poor guy).


    Spoiler: Status
    Show

    -Good Guys-
    Aliani: 3 Damage
    Dalen:
    Gavin: 17 Damage
    Silas: In Web (But Not Stuck) - WILL SAVE DC 13 OR DAZED FOR NEXT ROUND
    Jakkin: 4 Damage
    Tallox: (Targets have effects of Blur)
    Atavian:


    -Bad Guys-
    Odium: 8 Damage, Molten Core 1d6
    Vreeg: 1 Damage - Prone
    Derro 1: 22 Damage
    Shudder: DEAD
    Derro 2: 29 Damage
    Derro 3: 7 Damage


    Spoiler: Map Changes
    Show

    No more Darkness- yay!
    Everyone who was Shaken is now Shaken again - boo!
    Dalen's web from A1-D4 is still intact. It is completely gone in colums F-G and will be gone from all but E1 & H1 on the monsters' next turn.
    Ending your turn next to Odium will cause you to take 3 Fire damage - more if you're standing in a webbed square that burns away (E2-E4, H2-H4).
    There is a large hole left by Odium in F1-G2 now. You can still stand in these squares if you wish to avoid jumping down the hole, but it will require making a DC 15 Acrobatics check to remain standing up top. The hole itself is 10' deep.


    Battle Map
    Last edited by Inspectre; 2020-05-13 at 07:36 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  29. - Top - End - #59
    Barbarian in the Playground
     
    PirateGuy

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    Jakkin's intended target is swept away by the giant glowing bug's abrupt rush, and the Halfling lands a blow on an exposed portion of its carapace for its presumptuousness. The contact is a great deal hotter than expected, and he shakes his scorched fist with a grimace as the beast's attention turns his way.

    "Nae," he says, and tumbles away even as the massive pincers come stabbing down at him. He doesn't escape entirely unscathed, but his mail shirt turns the blow even if he does end up sporting a new tear in his clothing as a result.

    Scrambling agilely along the edge of the floor near the wall to avoid the gaping hole left by the monster's emergence, he fetches up near the corner right beside the fallen blue-skin and his admittedly gut-turning extracted eye. Not wasting words, he stamps one bare foot down hard at his opponent's head...and barely avoids falling as rubble shifts underfoot. Suffice to say, he keeps his footing but at the expense of not curb-stomping the leader of the opposition.

    Spoiler: OOC
    Show
    Tumble to avoid AoO for leaving a threatened square, successful. Tumble to avoid falling in hole, successful. End up in G1. Attack Vreeg, miss horribly.

  30. - Top - End - #60
    Ogre in the Playground
    Join Date
    Jul 2017
    Location
    Illinois, USA
    Gender
    Male

    Default Re: The Crimson Echo IC - Season Two

    Things had certainly changed for the worse. Even if the enemy could again be seen. Despite Aliani's outward confidence, he worried that there was no way they could handle such a large beast as this -- certainly not with the derro around as an additional distraction. And he clearly wasn't enough to deal with that.

    Silently casting a prayer for luck, he picked up the small crate in front of him and hurled it through the air to land at the giant centipede's feet. He wasn't sure what would happen, but hopefully there would be something painful in there that would damage the beast or the derro nearby.

    Spoiler: OOC
    Show
    Move action: pick up blue crate
    5' step to D7
    Attack! Launch blue crate to target square G4. Rolled a 12 on d20 in Discord. I think that hits AC 10 (+3 BAB, +1 Dex, -2 shaken, -4 improvised weapon), which should be good enough to hit a square. I've no idea what I just threw, so uh, you can take care of the damage.

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