Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

5' step to I2 before firing on the worm golem. I'm using Manyshot, Rapid Shot, and, crucially, Clustered Shots.
Attack 1: 12+20=AC 32, damage 2d8+6=17 + 8 electricity.
Attack 2: 10+20=AC 30, damage 1d8+3=10 + 4 electricity.
Attack 3: 8+14=AC 22, damage 1d8+3=4 + 2 electricity.
Attack 4: 2+9=AC 11, damage 1d8+3=10 + 4 electricity.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Initiative
Ezreal 18
Janosz 17+
Worm Golem 17-
Gelb 16
Gil 7+
Kazadar 7

Golem!


Ez might want to rethink his move action and Dimension Door - Gil already escaped from the immediate environs of the golem.

Gelb's magic missiles make no impression at all on the golem. The elemental's first blow bounces off the golem's armour, but the second makes a palpable dent and sends a shockwave along its body. Janosz's arrows mostly ping off its carapace but a few sparks crackle in their wake.

For the DM:

Spoiler:
1d4 + 1 ⇒ (1) + 1 = 2

The golem vomits another swarm of grubs over the elemental, although this has little noticable impact upon the extraplanar visitor. The grubs begin slithering up the room.

Gelb.

Map updated.


"Do you heroes really need to fight everything in your way?" Gelb asks.

"Can't we sneak past the guardian?" Gelb continues with his questioning as he frowns at the lack of damage his wand made and the rot grub swarms blocking the causeway.

Move action: stow wand of magic missiles.
Standard action: draw flask of alchemist's fire.

Gil


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ok. I'll alter that after work.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

OK, adding 26 points of healing, thanks Kazadar.

Seeing the elemental's effect on the golem, Gil casts haste on the allies in front - Kazadar, Ezreal, and the elemental.

With a still-pained voice, "Sorry, the spell cannot reach all of us this time."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar turns on a heel, the enchantress's spell providing the speed boost necessary to get back to where she was J1 so that he could once again heal her.

cure serious wounds: 3d8 + 11 ⇒ (6, 7, 2) + 11 = 26
swapped out Bestow Curse to heal Gil. This won't top you off, but 4th level spells are kinda special for me and this ought to get you close.

still need Ez's updated turn before golem


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

With a few words Ezreal vanishes while the elemental pounds the iron worm.

Cast: Greater Invisibility Rnd 1/12
Fly to H15
And I hadn't thought about haste on the elemental. Niiice.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

The Elemental lashes out at the worm over and over, but to little effect.

From midair lightning arcs out through the swarms and into the golem.

Oh- I'm actually up again as far as I can tell.

Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (2) + 17 - 3 + 1 = 17
Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (4) + 17 - 3 + 1 = 19
Slam, Power Attack: 1d20 + 17 - 3 + 1 ⇒ (3) + 17 - 3 + 1 = 18

Damn, dicebot!

Stormbolt: 6d6 ⇒ (4, 5, 4, 6, 1, 3) = 23
Can hit both swarms and the wormbot with a 20' line
Reflex DC 24 for 1/2
Fly to O16

Gr Invisibility 2/12
Janosz up


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

More of the same. I'm using Manyshot, Rapid Shot, and Clustered Shots.
Attack 1: 10+20=AC 30, damage 2d8+6=16 + 10 electricity.
Attack 2: 9+20=AC 29, damage 1d8+3=8 + 5 electricity.
Attack 3: 18!+14=AC 22, confirm roll 13+14+4(action point)=AC 31, damage 1d8+3=8x3=24 + 4 electricity.
Attack 4: 11+9=AC 20, damage 1d8+3=5 + 2 electricity.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil nods at the cleric. "Thank you - I'm much better now. What magic have you prepared today? Golems resist most by their nature, but there are some that would work."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Janosz Frogshanks wrote:

...

Attack 3: 18!+14=AC 22, confirm roll 13+14+4(action point)=AC 31, damage 1d8+3=8x3=24 + 4 electricity.
...

Um, typo. I rolled a 19, not an 18 (which is not a crit, even with my Improved Critical feat), which adds up to AC 33, not 22. I really need to get into that dice roller...


Cripes, we've had about two rounds and I've barely got a post in. I'll check this out tomorrow as it's time for bed.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Spells to boost, cure, and heal... summon weapons, walls of blades, and a strike of holy flame. Nothing offensive that will help, I am afraid, short of me smacking it with my warhammer and hoping to heal myself of the wounds."


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

"Well, then, what if we follow Gelb's line of reasoning? Is there another way past? It didn't prompt for a passphrase like the fire being in the previous chamber. I can enable some of us to bypass the chamber, I think, but only half of us at best."


Golem Reflex save v Stormbolt 1d20 + 5 ⇒ (5) + 5 = 10
Swarm 2 Reflex save v Stormbolt 1d20 + 5 ⇒ (11) + 5 = 16

The electricity coursing through the golem appears to have a stange effect upon it. It becomes sluggish, its attacks slower. The metallic behemoth and the stone colossus slug it out. The grub swarms creep closer.

Golem attacks elemental
1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 to hit, damage 2d10 + 16 ⇒ (9, 2) + 16 = 27

Gelb.

Map updated.


Too far, Gelb thinks as he readies himself to throw his flask at one of the swarms.

Ready: Gelb will ready an action to throw his alchemist's fire at the first swarm that comes within 20 ft.

Gil


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

"That's good, Ez! Electricity slows it!"

She thinks on what she has learned of golems affected in this fashion by electricity, hoping this one shares other traits.

Knowledge (Arcana): 1d20 + 16 ⇒ (10) + 16 = 26

Still invisible, the recaster says, "Good plan, Gelb. I'm going to see if there's a clue to the creature in the far end of the room." She steps through the gap between rogue and ranger and flies to the ceiling and down the length of the room as high as possible and as far as movement allows. As she flies, she draws a trusty old friend from its wand sheath. Wand of Lightning Bolt


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar trudges forward to J5 and readies his weapon for a vital strike, should the swarm approach closer.

even though it wont help unless these are grubs the size of rats. anything smaller is probably immune to weapon damage. OR... i could summon a Spiritual Weapon that would do force damage... Allows for SR, so no good vs golem, but could help vs swarms since it is force damage instead of weapon damage.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

This time when the worm darts in the elemental is ready. It reaches out one enormous stone hand to grab the worm by one of its body spikes and using the other fist like a sledgehammer begins pounding down on its head repeatedly until the golem can break free.

While the worm is distracted another blast of lightning shoots through it.

Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (19) + 17 - 3 + 1 + 1 = 35, Damage: 2d8 + 9 + 6 ⇒ (2, 3) + 9 + 6 = 20
Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (15) + 17 - 3 + 1 + 1 = 31, Damage: 2d8 + 9 + 6 ⇒ (2, 5) + 9 + 6 = 22
Slam, Power Attack: 1d20 + 17 - 3 + 1 + 1 ⇒ (2) + 17 - 3 + 1 + 1 = 18

Storm Bolt vs Golem: 6d6 ⇒ (1, 2, 1, 5, 2, 6) = 17
Ez moves to H18

Elemental hps: 95/73 (DR 5)


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Force damage won't matter. You need an Area Effect. Splash weapons or spells/items that do line, or radius damage.
Or... Swarms are usually slow. Get away from them if you can't stop them. Once they get off the elemental I can throw some fire at them.


Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Same as last turn. I'm using Manyshot, Rapid Shot, and Clustered Shots.
Attack 1: 12+20=AC 32, damage 2d8+6=17 + 9 electricity.
Attack 2: 12+20=AC 32, damage 1d8+3=9 + 4 electricity.
Attack 3: 14+14=AC 28, damage 1d8+3=7 + 3 electricity.
Attack 4: 10+9=AC 19, damage 1d8+3=6 + 2 electricity.


The golem slams down once more on the elemental, and the grub swrms slither closer.

1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 to hit, damage 2d10 + 16 ⇒ (6, 5) + 16 = 27

Gelb.

Map updated.


Gelb steps forward and lobs his flask at the rot grub swarm.

Move: 5' step forward to J3.
Full round action: throw flask of alchemist's fire at rot grub swarm 1.
Attack (-2 distance): 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22.
Damage: 1d6 ⇒ 2 fire.

Misdirection miss: 1d8 ⇒ 5.

Gil


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil continues her invisible travel to the far end of the chamber. She casts detect magic when the far wall is within range of the dweomer and studies the area for traps magical and mundane.

Perception v traps: 1d20 + 17 ⇒ (15) + 17 = 32


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Kazadar! Stay back!"

Kaz is up.
I'm going to fireball the swarms if you want to be out of the blast.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar will move back ten feet, giving the wizard room to work his magic.

not much i can really do with my standard. i'll ready it to attack any enemies that approach within melee.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

The elemental is beginning to crack and crumble but continues hammering at the metallic worm. It raises both hands over its head together and brings them down as one on the worm.

The moment that Kazadar shuffles back the writhing mass of worms explodes in roiling flames.

This will likely be he only clear shot I have to stop the swarms before I would have to firebomb everyone to get them so...

Empowered Fireball vs both swarms: 10d6 ⇒ (3, 4, 4, 3, 4, 3, 5, 4, 3, 4) = 37 x1.5 (Empowered) = 55 x1.5 (swarm AoE vulnerability) = 83

Slam: 1d20 + 17 - 3 + 1 + 1 ⇒ (11) + 17 - 3 + 1 + 1 = 27, Damage: 2d8 + 9 + 6 ⇒ (5, 3) + 9 + 6 = 23
Slam: 1d20 + 17 - 3 + 1 + 1 ⇒ (14) + 17 - 3 + 1 + 1 = 30, Damage: 2d8 + 9 + 6 ⇒ (6, 7) + 9 + 6 = 28
Slam: 1d20 + 17 - 3 + 1 + 1 ⇒ (7) + 17 - 3 + 1 + 1 = 23

Fly to M22
Elemental hps: 95/51 (DR 5)
Gr Invis 4/12


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Kn Arcana for Constructs: 1d20 + 23 ⇒ (12) + 23 = 35
Trying to use this to gauge damage as if it were heal but for a construct.
Is the worm showing any notable evidence of damage yet?
I suspect we are just barely chipping away at it with DR nearly negating most of our attacks except storm bolt. It is made of magically reinforced iron after all. If the rock man has DR 5, the iron worm has to be doing better than that.

Janosz up


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

No move. I keep using Manyshot, Rapid Shot, and Clustered Shots while plinking the golem.
Attack 1: 9+20=AC 29, damage 2d8+6=5 + 8 electricity.
Attack 2: 10+20=AC 30, damage 1d8+3=10 + 5 electricity.
Attack 3: 15+14=AC 29, damage 1d8+3=9 + 4 electricity.
Attack 4: 12+9=AC 11, damage 1d8+3=7 + 3 electricity.

Golem, Gelb, Gil.


Janosz can save his arrows.

The elemental pounds on the golem. With a screech of twisting metal the front section of the automaton collapses and folds over and is collapses back into the wormy mass.

Golem disposed of. 5,120xp each.

The swarms it regurgitated writhe under Ezreal's fiery assault.

Reflex saves
Swarm 1 1d20 + 5 ⇒ (19) + 5 = 24
Swarm 1 1d20 + 5 ⇒ (17) + 5 = 22
I calculate that Ez's DC for Fireball is 21, so they both save.

Janosz gets to do something different given he has his round back.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Huh. It didn't even occur to me about a mass of worms making that reflex save so I forgot to post the DC. At the same time I'm extremely surprised the golem went down. I was sure it was going to crush the elemental.
I'm glad I got that one wrong:)


I was expecting a bit more of it, to be honest, but you chose good tactics and they worked well after the initial surprise of its arrival.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:
Janosz gets to do something different given he has his round back.

I'll fire at Swarm 2 instead. I don't think it'll amount to much, but maybe the energy damage will do smething?


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Worms are up.


Janosz's attacks, so effective against the golem, have no discernible impact on the rot grub horde that slops towards, and over, Kazadar and Gelb.

Both Kaz and Gelb get an AoO, but it only does anything if you can make an area attack. Assuming they don't, the grubs enter their spaces and inflict automatic damage.
Gelb 2d6 ⇒ (5, 5) = 10
Kazadar 2d6 ⇒ (1, 5) = 6

Also, you are Distracted while in the swarm - that's a DC 19 Fort save or you are Nauseated for one round, which basically means the only action you can take in a round is a single move action. You must save for each round you are in the swarm. Casting spells requires a Concentration check of DC 20 plus caster level, and skills requiring concentration require a DC 20 Will save.

You may also be Infested. Anyone taking damage from the swarm must make a DC 19 Reflex save. If you fail that, you take 1d4 CON damage each round as the rot grubs eat you from the inside, which lasts for the time you are in the swarm and for 1d6 rounds afterwards, though there are ways to end the infestation early (hint for a Knowledge check, though - Damn! - anyone infested needs to make a DC 20 Will save to do that... Now you know why everyone hates rot grubs.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

thought all knowledge checks were attempted already. Which knowledge applies to them?


Actually, you are right - Gil has made the relevant skill check on a previous page.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

fort: 1d20 + 17 ⇒ (16) + 17 = 33 vs DC 19 or nauseated
ref: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 vs DC 19 or infestation
concentration: 1d20 + 18 ⇒ (18) + 18 = 36 vs DC 24 or lose spell you said DC 20+caster level, but I assume you meant Spell level. If you DID mean 20+CL, it would be DC 31 instead of 24.[/url]
Fire Shield (Warm version)

As the wave of grubs piles over Kazadar, finding its way into the most minute gaps in his armor and covering him until no armor is visible, Kazadar raises a grub-covered arm. A wave of fiery energy washes over him, and light from underneath the veneer of grubs can be seen growing more intense.

[ooc]looked back, and she did call out energy effects, so that is what I am doing. Next time they damage me i'll take damage like normal, but they'll take fire damage: 1d6 + 11 ⇒ (5) + 11 = 16

that said, i debated using Flame Strike on Gelb and I, but half the damage is divine so my fire protection would only work at half efficacy, and the Ref Save vs Infestation is lower than that of my Flame Strike so even though I figure Gelb has a high Reflex + evasion, I'd feel bad if he rolled a 1 vs Flame Strike.


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HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

That is one serious Fort save. I think you might have left some of the grubs nauseated instead.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

i'm just glad i had a great roll on the reflex save, i needed it to pass and the consequences were very dire.


Gelb retreats from the swarm; leaving his companions to deal with them.

Fort save: 1d20 + 5 ⇒ (10) + 5 = 15. Plus Action Point (best of 2) 2d6 ⇒ (2, 6) = 8. Total save = 21.
Ref save: 1d20 + 17 ⇒ (5) + 17 = 22.
Full round action: withdraw from swarm towards J10.

Also, Aubrey if the alchemist's fire hit the rot grub swarm 1, it takes another round of fire damage since it didn't try to extinguish the flames.
Alchemist's fire damage: 1d6 ⇒ 1.

Gil


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

It appears that Gil has reached the far end of the room, so she's in full search for traps/disable any traps found/check the door/unlock if necessary mode.


Kaz has already had his turn out of sequence, so it's now Ezreal.

Gil finds that the exit is just an open passage leading out.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Another massive explosion obscures the causeway momentarily and the worms are again enveloped in flames. The back end of the fireball catches the elemental from behind and it quickly loses integrity cascading from the top down into a landslide that vanishes as it hit the stone path.

Ezreal waits for the smoke to clear to see if the swarm crawls on.

Empowered Fireball: 10d6 ⇒ (4, 3, 1, 4, 2, 6, 3, 6, 2, 6) = 37 x1.5 = 55 (Empowered) x1.5 = 82 (Swarm Vulnerability)
Reflex DC 21 for 1/2

Elemental Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Elemental destroyed


When the smoke clears, all that is left on the causeway is a couple of greasy patches and the curled, charred remnants of the grubs.

End of encounter.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal glides in closer, still invisible for the moment. "Is everyone okay? I suggest we get out of here while we can."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Indeed." Janosz is still blinking away the afterimages of Ezreal's magical fireworks. "I'll secure the far doorway. Gelb and, uh, Kazadar, bring the dead body; we'll keep it safe for later burial." With that, he lays tow arrows on his bowstring and runs towards the exit.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"Carrying it? There isn't a better way? Rather a combat hindrance, don't you think?"

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