Gm Wu's "The war within" (Inactive)

Game Master doctor_wu

Set in Lastwall starting out in small hamlet of southwatch sout of Castle Everstand.


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Male Elf Fighter 3 current HP 14 of 18

Romon dismounts and jams the butt of his glaive into the center of the door. "Orcs are coming! Get up and come into Southwatch!"


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip takes a quick ride around to make sure everyone has made it so far.


gm 3

A loud yawn comes from inside the house after hearing the pounding. Daggin and his daugter are a little behind the horses and the lantern light looks like it is getting closer and still following.


Male Elf Fighter 3 current HP 14 of 18

"Franklyn! You've got to come with us now, or face the orcs here alone."


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

We will have half the farms here soon, but they don't move fast. Do you think they can hold up here while we wrangle the others?


Male Elf Fighter 3 current HP 14 of 18

"They are going to have to. But if they all get here before we're back with the last two families, maybe they should start to Southwatch without us."


gm 3

Another loud yawn and soem footsteps come from inside the house.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

I agree. Lets not wait for sleepy head. His friends are close, and the night won't wait for us.
Pip turns to the door and calls inside, We must get to the other farms in the area. Get armed and armored. Head to Southwatch without us, we won't be far behind.


Male Elf Fighter 3 current HP 14 of 18

"All right then." Maoldrurra turns from the gnome to the farmer. "Daggin, get Franklyn ready up and ready to travel. Once Xander and Eliane's family show up, get moving toward Southwatch. We'll fetch Moe and Kendal and follow as soon as we can."

And assuming Daggin agrees, the three of us are off to Moe's.


gm 3

Daggin says "I will". The party sets out and finds a muddy trail to find to the house and comes near a marshy spring area behind a hill with a lot of small muddier areas. Some small bushes come across the road. what does the party do


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip glares at the covered trail suspiciously. She rides relatively close under the cover of the undergrowth, then dismounts to check if the way is clear.

stealth: 1d20 + 11 ⇒ (8) + 11 = 19
precept: 1d20 + 1 ⇒ (7) + 1 = 8


gm 3

pip:
Pip does not notice anything other than some vegatation


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip returns and says, I didn't see anything ahead, but this underbrush is giving me the creeps.


Male Elf Fighter 3 current HP 14 of 18

"Let's go ahead, then," Maoldrurra waits for Pip to ride point, then kicks his horse forward.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip trots to the head, staying on the path through the brush


gm 3

who goes first?


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip --> Maol --> Anna


gm 3

Pip walks forward into a plant and near a plant that does not seem painful but walks then bump into the plant and it seems to burn like and acid and hit her hard and attacks pip when the party noticies it is not a plant but a blob nearby the size of a normal dog.

1d4 + 1d8 ⇒ (1) + (2) = 3

pip takes three damage.

initiative
pip 1d20 + 8 ⇒ (16) + 8 = 24
anna1d20 + 2 ⇒ (4) + 2 = 6
maoldurra1d20 + 3 ⇒ (13) + 3 = 16
ooze 1d20 + 3 ⇒ (14) + 3 = 17

map map


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip yelps and reflexively charges her hand with lightning. She reaches out to slap the monster before backing Nimbus up a step.

touch attack: 1d20 + 1 ⇒ (6) + 1 = 7
damage: 1d6 + 1 ⇒ (6) + 1 = 7
5' step back to G6
Touch of electricity uses 3/7


gm 3

The ooze misses Pip attack mises it seems rather fast moving for an ooze. It follows the pip forward a step and attacks pip.1d20 + 3 ⇒ (1) + 3 = 4 1d4 + 1d8 ⇒ (4) + (8) = 12


gm 3

forgot to mention Maol and Anna to act


Winter Witch 3

Anna moves up behind pip and casts CLW on Pip

CLW: 1d8 + 2 ⇒ (6) + 2 = 8


Male Elf Fighter 3 current HP 14 of 18

"What do I do with this? Can I even hurt it?" Maol will delay until he gets an answer. He's got no idea how to hurt this.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Got any salt? Pip calls. Nikbus steps back and she dismounts. Nimbus retreats. She then steps back up in the face of the blob of goo and attempts to deliver the charge in her hand.

touch attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 1d6 + 1 ⇒ (2) + 1 = 3


gm 3

Pip hits the ooze with her hand and it seems to do some damage but it is still held together.


gm 3

After pip hits the ooze a nasty smell starts to come out of it and pip give me a fort save. 1d3 ⇒ 2


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Fort: 1d20 + 2 ⇒ (3) + 2 = 5

Crap.


gm 3

Pip is sickened for two rounds

Still waiting for Maol to act. or someone else to say sometihng.


Winter Witch 3

"Sorry, but I don't have any on me."

Ranged Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Cold: 1d3 + 1d4 ⇒ (3) + (3) = 6


Male Elf Fighter 3 current HP 14 of 18

Seeing Pip in trouble, Maoldrurra spurs forward and offers the gnome his hand. "Come with me."

If she's willing Maol will pull her up on his horse and they can flee out of range. Then we can make a plan for dealing with the ooze.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip takes Maol's hand and is hoisted into the saddle. As they ride off, she gives a shrill whistle. Seconds later Nimbus is keeping pace beside them.


gm 3

I am ruling can't pick up and keep moving all as one action and pick up is standard action. so stop after picking up pip. For example ride by attack is seperate feat and not generally allowable. This isn't like a ranged attack you can do on your way. I would allow it if you had ride by attack
Pip gets onto Maol's horse but can't quite get away with Pip before the it takes on move up to MAols horse and treis to attack Maols horse 1d20 + 3 ⇒ (15) + 3 = 18 1d4 + 1d8 ⇒ (1) + (1) = 2 Maols horse gets minorly hit and needs pip and moal need to get on it beofre to make sure don't fall off.

Anna ray hits the ooze dealing even more damage. give me ride checks. map


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

That's reasonable.
1d20 + 2 ⇒ (18) + 2 = 20


Winter Witch 3

All of us or just pip?


gm 3

pip and Maol


Male Elf Fighter 3 current HP 14 of 18

So I can ride to Pip, and pick her up. Then we can ride away next turn. Perfectly fair ruling. I wasn't really expecting to grab her mid-stride and keep going.

The horse rears as the ooze strikes its legs. Maol works to settle the animal and turn its head away.

Ride checks

1d20 + 5 ⇒ (11) + 5 = 16

1d20 + 5 ⇒ (18) + 5 = 23


gm 3

undestood. And anna still has a move action

Maol and pip both managed to stay on the horse after it is hit in combat.


Winter Witch 3

Move back 5 feet


gm 3

sorry for not updating before now but what direction do maol and pip withdrwal or run in


Male Elf Fighter 3 current HP 14 of 18

Back the way we came.


gm 3

Maol moves back away safely retreating without any problem but Anna does not move far enough back. Anna's horse is then attacked by the ooze. Nimbus also moves back away from the ooze. 1d20 + 3 ⇒ (9) + 3 = 12 1d8 + 1d4 ⇒ (5) + (3) = 8 don't really feel like need map but Adjacent to Anna and maol and pip are 40 feet away. Anna's horse takes 8 points of damage and Anna needs a ride check.dc5 or fall off horse


Winter Witch 3

Ride: 1d20 + 2 ⇒ (16) + 2 = 18


Male Elf Fighter 3 current HP 14 of 18

Maol settles his horse and draws his bow.

Not sure how fast "faster than a normal ooze" is, but if it's more than 40' Maol will back the horse up to create a safe interval.


gm 3

pip and Anna to act


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip draws her crossbow and loads.


Winter Witch 3

she move 10ft back and frosts it

Ranged Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Cold: 1d3 + 1d4 ⇒ (3) + (2) = 5


gm 3

The ooze tries to attack anna horse again 1d20 + 3 ⇒ (7) + 3 = 10 but misses anna horse and the ray hits dealing more damage to the ooze but is not quite done.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip fires
attack: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d6 ⇒ 5

But the bolt goes wide. She mutters to herself and reloads.


Male Elf Fighter 3 current HP 14 of 18

Maoldrurra draws an arrow back and looses at the oozes.

MW (+3 Str) Composite Shortbow 1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 3 ⇒ (3) + 3 = 6


gm 3

Both Maols and pips shots miss the ooze but then it seems that it treis to attack anna in what seems like supring jump ot try to slam against her leg but leaving itself open. 1d20 + 5 ⇒ (6) + 5 = 111d4 + 1d8 ⇒ (1) + (2) = 3 which misses anna.

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