Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Sorry, been busy few days, and can't lookup her two summons. Not sure if they would attack the ghost/spirit/spectre (do we know what it is?), or even if the ant would know to smite or not. They both go before her round 2.

Delia does her best to allow as many as possible to affect the thing.

She will cast Magic Fang on the Ant if it's willing to attack the thing, but sadly after it already goes.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

I failed to add in the +1 to hit and damage from magic fang.


A killer GM with a killer smile.

Round 1:

Initiative Order: Delia, Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Kendra raises her hands and throws out a white bolt of positive energy. 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (18) + 2 = 20, Damage: 2d6 ⇒ (4, 2) = 6. The bolt strikes the dead mage directly in the face, evoking a scream of pain.

Alistair moves his hands and lips in concentration, weaving a Shield to protect himself from the magic missiles.

Ried fires a shot with his crossbow. The arrow flies through the ghost, but by its reaction, causes significant pain.

Ember, injured and just barely holding on raises her talisman and brings forth healing light to aid herself and her companions.

The ant moves forward, scrambling over the rocks and rubble towards the ghost. When in range it snaps at the monster, its mandibles twitching. 1d20 + 3 ⇒ (14) + 3 = 17. The attack reaches up high enough to connect, but does nothing as the jaws pass through the ghost.

Valachi moves forward over the rocky ground, and slashes out with his enchanted left hand. He connects, and though the hand passes through the ghost, it reels back as if in pain.

The elemental, understanding that there is a threat to its master, but not the what or how, moves forwards towards the enemy.

Round 2:

Delia Magic fang is a touch range spell; did you want to chase after the ant, or perhaps cast it on the water elemental's slam attack?

The Splatterman appears unhappy at having been harmed. Spellcraft: 1d20 + 16 ⇒ (19) + 16 = 35. He scowls visibly and darts away, heading right through the obstacles and terrain, and then right through the wall and into a cell. Withdraw action.

Status:
Alistair 21/21 HP
Delia 18/18 HP
Ember 21/10 HP
Kendra 16/16 HP
Ried 23/16 HP
Valachi 35/23 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -10

Map

Round 2 actions please.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Emebr pulls out the cure wand and uses it upon herself.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi will move and stand guard five feet from the cell, alert and ready.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Actually, she'll move closer and cast it on Valachi's other hand as her round 2 action.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried reloads a ghost salt bolt


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Both the ant and elemental follow to attack, but they can't affect it, so I am not going to bother rolling.


A killer GM with a killer smile.

Round 2:

Initiative Order: Delia, Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Kendra casts another Disrupt Undead spell and holds it, while Alistair casts a spell upon Valachi to make him even more effective. With the last words of his spell, Valachi grows until he must stoop under the 8 ft ceiling of the chamber.
Enlarge Person: +2 Str, -2 Dex, 10 ft reach, size increase for natural weapons, -1 to attack rolls and AC.

Ried reloads his crossbow, waiting for the ghost to present a target once more.

Ember draws her wand, activating its magic while in contact with herself, further healing her injuries.

Valachi moves down, close the the wall where the ghost disappeared into the wall and stands ready for when he reappears. Double move required

Delia's creatures crawl over the rough terrain created by the falling rocks, chasing after the ghost.

Of the Splatter Man, there is no sign at present.
1d4 ⇒ 3

Status:

Alistair 21/21 HP
Delia 18/18 HP
Ember 21/18 HP
Kendra 16/16 HP
Ried 23/16 HP
Valachi 35/23 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -10

Map

Round 3:

Actions Please


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

As above, holding and waiting for the Splatterman's reappearance.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will await the Splatterman's return. If he shows, fire at him using a bit of luck.

To Hit: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d10 + 1 ⇒ (4) + 1 = 5
Crit Confirm: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Crit Dam: 1d10 + 1 ⇒ (8) + 1 = 9

If he doesn't show, Ried casts vanish.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember moves up next to Valachi and uses the wand upon him.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


A killer GM with a killer smile.

Ried, you cannot use both a readied action and a regular action in the same turn, I'm afraid you must choose one. His turn (and Delia's) should have been shown in round 3. As he does not get a turn again until round 4, he won't appear this round, unless he has some sort of initiative bending magic.

Ember, since the area is considered Difficult Terrain it will take you a double move to be able to reach Valachi. Would you like to move next to him this round, with the intent of possibly healing him with the wand next round?

Delia, any actions?


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Sorry, couldn't see the map from work. Yes, I'll move next to Valachi.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Its not readied, the Splatterman goes before me. Its an if then based on his action that I'm unaware of right now.


A killer GM with a killer smile.

What I was saying is that he has already gone this round and will not go again until Round 4, which is after your turn.

When their is a single villain, I have been splitting up the rounds at the point where the villain's initiative lies so that no one is forced to wait for me to post mid-round before they can go. Thus:

The official initiative order is: Delia, Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Round 1a is Delia then splatterman.
Round 1b-2a is Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental Delia, then splatterman.

then the rounds continue in this fashion.

Round 2b-3a is Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental Delia, then splatterman.
Round 3b-4a is Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental Delia, then splatterman.

This way we get a continuous flow of one round at a time, initiative is accurately presented, and no on has to wait for me to post within the round before they can go.

In other words, the Splatterman's turn came and went without him appearing. It is now your turn, what would you like to do?


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Vanish


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Ultimately, until he reappears or makes some signal that he's left, I will continue waiting.


A killer GM with a killer smile.

Round 3:

Initiative Order: Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Kendra continues to hold her spell, waiting for her target to present himself. Alistair casts Disrupt Undead and holds it, also waiting for something to throw it at.

Ried makes a quit move with his hand and mumbles a few words. An instant later, he is gone.

Ember moves forward, climbing over the rocks and rubble, and makes her way over next to Valachi.

Valachi stands ready, waiting for the monster to show himself again.

Round 4:

Initiative Order: Delia, Splatterman

The Splatterman's ghost emerges from a wall, out of sight of Ember and Valachi, but at least partially visible to the others. His appearance triggers attacks from a few of the waiting group.

Kendra and Alistair unleash their attacks, firing their bolts at the spirit. Kendra: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9, Alistair: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 181d6 ⇒ 1. Kendra's blast strikes the wall of the jail cell in front of the ghost, never reaching him, but Alistairs blast hits true.

The Splatterman reacts with a wince of pain from the glancing blast, and releases the spell he has completed. Four Dire Rats appear, a cluster them focused around Alistair, and a forth near Delia. The first group leaps in to action, biting and scratching at Alistair instantly. 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 131d20 + 1 ⇒ (6) + 1 = 71d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7. Fortunately, none of them is able to penetrate his Shield. The last attacks Delia, chomping at her ankles. 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Worst set of villain rolls ever.

The Splatterman follows up the spell with a second, sending out blasts of force at the few he can see. Two bolts slam into Kendra, while another three hit Delia with impressive force.
Kendra takes 10 damage, and Delia takes 15

Spellcraft DC 19:
Maximized Magic Missile
Status:

Alistair 21/21 HP
Delia 18/3 HP
Ember 21/18 HP
Kendra 16/6 HP
Ried 23/16 HP
Valachi 35/23 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -11

Map
Sorry about the lack of decent graphics lately. My computer with my map packs on it died, and I haven't had a chance to download it again on my new one yet.

Actions please for the rest of Round 4 and Delia at the start of Round 5, please.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember heals Valachi with the wand just as she had planned before.
Then she starts to move back toward the rest of the group.

CLW wand on Valachi.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Move.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Taking aim while invisible, Ried fires a carefullyl aimed shot.

Using deadly aim and another rd of arch luck.

to hot: 1d20 + 4 ⇒ (6) + 4 = 10 vs flat footed AC
Dam: 1d10 + 3 ⇒ (5) + 3 = 8


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

End of 4

The elemental and ant move to deal with the obvious new threat, something they can see and feel. They both move to attack the nearest rat.

Ant, bite 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d6 + 4 ⇒ (5) + 4 = 9
Elemental, power attack, with water mastery (the floor is flooded in the room correct?) 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21, damage 1d6 + 9 ⇒ (5) + 9 = 14
If one kills one, the other will attack a different one.

Start of 5

Delia can't do much with the large vermin so near by, so she's stuck trying to remove one of the critters up close and personal. She draws her dagger, and tries to stab at the close one.

Draw dagger
attack 1d20 + 4 ⇒ (6) + 4 = 10


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi howls as Kendra is hurt by the undead's magic. He moves to engage and attacks with his enlarged claws.

Claw: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9; Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7


A killer GM with a killer smile.

Round 4: Conclusion

Initiative Order: Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental

Kendra reacts reasonably well for someone new to these kind of situations; she stands up on one leg to avoid the giant rat at her feet, and tries to work a spell defensively. 1d20 + 6 ⇒ (18) + 6 = 24. Managing to avoid provoking the creature, she lobs a glob of acid at it. 1d20 + 3 ⇒ (9) + 3 = 12. Unfortunately, her aim is wanting and the acid splashes and sizzles on the earthen floor.

Alistair is surrounded on all sides, and uncertain how to react. He draws his dagger and slashes at one. 1d20 + 1 ⇒ (17) + 1 = 181d4 - 1 ⇒ (4) - 1 = 3. His blow connects and draws blood. From his reaction, it is uncertain who is more surprised by this, the rat or Alistair.

Ried unleashes his crossbow bolt from his invisible position, his person flashing back into view just after the bolt leaves the string. The arrow shoots into the room, but misses the wispy ghost, instead shattering on the stone wall.

Ember touches her wand to Valachi, healing some of the wounds taken when he was hit by the falling rocks. This task completed, she moves back towards her other allies, now besieged by vermin.

The Ant for his part, moves in now that there is a flesh and blood foe to fight and strikes at one of the rats. Its pincers wrap around one and it dies with a squeal as ribs and spine can be heard cracking within the creature's jaws.

Valachi finds his increased size not always to his advantage; Delai's creatures lie between him and the spirit, and he may be too large to fit into the room with the thing. Trapped where he is, there is little he can do.
All the spaces are presently occupied. If you want to include an action asking your ally to drop the spell, you could do that during this turn... it is entirely up to you.

The elemental moves to attack another rat with its slam attack, shifting so that it is over the flooded oubliette, and mixing its water with that of the pit. The rat however stands upon only damp earth, not water, placing the elemental at a disadvantage. However, its attack still connects, and the deluge of water crushes the small creature.
d20(16)+5-4-1=16

Round 5:

Initiative Order: Delia, the Splatterman, and the Rats.

Delia draws her knife and swipes at the vermin attacking her. However, the blade sails over the agile thing's pointed face and head.

The Splatterman, now seeing Reid reemerge, and his other opponents in view sends out another clustered attack of bolts of force. Two strike Ried, a third strikes Delia, and two more hit the lady Kendra. 10 damage to Ried, 5 to Delia, and 10 to Kendra.. With the force of the blows, both Kendra and Delia are knocked to the floor, senseless and unmoving. A moment later, laughing, the Splatterman fades back into the wall behind him.

With both women down, the rats turn their attention on Alistair, snappy at him with massive rodent incisors. 1d20 + 1 ⇒ (11) + 1 = 121d20 + 1 ⇒ (10) + 1 = 11. Neither is able to get him though, in part due to the shield of invisible force wrapped around him.

Status:

Alistair 21/21 HP
Delia 18/-2 HP
Ember 21/18 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -11
Rat -3

Round 5 conclusion:

Map

Initiative Order:Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried takes a 5 foot to the southwest and recasts vanish


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Back to holding action until the ghost returns...


A killer GM with a killer smile.

And you are not requesting the Enlarge Person be cancelled at this time I assume?

Just waiting on Ember. Delia can make a Stabilization check, though it is no big deal if you don't, as I can easily roll it for you.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Nope.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember casts Cure Moderate Wounds on Delia, healing some of her damage; then moves next to Kendra.

CMW on Delia: 2d8 + 3 ⇒ (4, 3) + 3 = 10


A killer GM with a killer smile.

Round 5: Conclusion

Initiative Order:Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Alistair continues to slash at the last rat near him with his knife. 1d20 + 3 ⇒ (8) + 3 = 11. Unfortunately, this time his blow fails to connect.

Ried moves a touch and then once again vanishes.

The Ant steps forward and snaps its mandibles at the rat near Alistair. 1d20 + 5 ⇒ (8) + 5 = 13. This time the rat manages to stay just out of grasp.

Valachi stands ready for the ghost to reemerge.

The Elemental steps forwards towards the downed form of Kendra and attacks the rat standing atop her with a mighty slam of water. 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d6 + 3 ⇒ (2) + 3 = 5. The strike is enough to knock the rat flying. It slams into a wall with a crunch, and then vanishes as death settles in.

Round 6:

Delia regains consciousness. Up to 8 Hp. You can take an action for this round, keeping in mind that the Splatterman is not visible during your turn. You are currently prone, but are not in a square threatened by any foes.

I'll wait for Delia to act before posting the Splatterman's action.

Status:

Alistair 21/21 HP
Delia 18/8 HP
Ember 21/18 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -11

Map


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia stands, and backs away from the group, trying to spread out a little so it doesn't target her with the others again.


A killer GM with a killer smile.

Round 6: Continued

Initiative Order: Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

The splatterman steps out from the wall again and growls as he sees someone working to undo the damage he has wrought. He hurls another cluster of magic missiles at Ember, screaming as he does so.

Damage: 5d4 + 5 ⇒ (4, 2, 3, 1, 3) + 5 = 18

Ember is rocked as the magic bolts slam into her.
Ember is at 0 HP and Diabled, but conscious. Being at 0 HP, using a standard action will result in 1 HP of damage and loss of consciousness, unless the action results in healing.

The Rat snaps at Alistair with its tiny teeth, but is unable to get passed the mage's Shield. 1d20 + 1 ⇒ (10) + 1 = 11

Alistair slashes again at the rat beside him with his small dagger. 1d20 + 1 ⇒ (5) + 1 = 6. The attack unfortunately misses.

Map

Ried and onward, actions please.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Taking more damage from the Splatterman, Ember converts another spell into healing to heal herself.
'...I hope I can get a chance to heal Kendra...' she thinks.

Convert "Bull Strength" spell into a CMW spell.
CMW 2d8 + 3 ⇒ (1, 6) + 3 = 10


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi growls, frustrated. "I can't get in there. Draw it out so I can attack!"


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Can you use ghost salts on an alchemist bomb?


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

If no, Ried reloads a bolt.


A killer GM with a killer smile.

Sorry,I meant to ask Delia to post as well, as she also goes before the badguy.

Ried, I don't think so. Besides, applying Ghost Salts is an involved process involving melting the salts, etc., and can't really be done in combat.


A killer GM with a killer smile.

Round 6: Conclusion

Ried Reloads his heavy crossbow with another bolt, working the winch as fast as he's able.

Ember, ribs crushed and bruised struggles to hold her feet. Grasping for a way to alleviate the pain, she calls on her goddess for help, using one of her boons to heal her fractured body.

The Ant moves closer to the last rat, snapping at it with it's huge mandibles. 1d20 + 3 ⇒ (12) + 3 = 151d6 + 4 ⇒ (1) + 4 = 5. It seizes and crushes the last giant rodent, which vanishes as it dies.

Valachi for his part, waits in the room's centre, asking his comrades to draw his enemy out.

Status:
Alistair 21/21 HP
Delia 18/8 HP
Ember 21/10 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Elemental 17/17 HP
Splatterman -11

Map

Round 7:
Waiting on Delia


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Sorry, was gonna post last night, but homework ran longer than expected.

Delia moves closer to her elemental companion, and empowers him with increased attacks like she has the others, enchanting its natural weapons. She then points at the wicked spirit that has been plauging them. The elemental sees its initial target once again, and moves up to it to strike.

Move, to beside elemental, cast Magic Fang on it.
Elemental moves to Splatterman and attacks (slam w/ magic fang) 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8, damage 1d6 + 9 ⇒ (4) + 9 = 13


A killer GM with a killer smile.

Bah! Homework. Where are your priorities? ;)

The Water Elemental moves into range with the spirit, washing as best it can over the uneven stone and debris.
The ground is still difficult terrain, and I don't think the elemental has any special abilities I can see that would allow it to avoid that. It will need a double move to get into striking distance of the ghost. The attack would have missed anyway, of course.

The ghost sneers at the elemental, and ignores it for its attack. Casting Defensively DC 18: 1d20 + 13 ⇒ (18) + 13 = 31. He casts out another flurry of barely visible missiles of force, ignoring both the summoned creatures, and Alistair, whom he knows will not be harmed by the spell Due to his Shield casting. The cover of the narrow doorway unfortunately does little to disrupt the aim of the unerring, mystically guided attack. The first two slam into Reid, the third into Delia, and the last two into Ember.

Ried: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Delia: 1d6 + 1 ⇒ (2) + 1 = 3
Ember: 2d6 + 2 ⇒ (5, 4) + 2 = 11
I assigned the order based merely on who was closest being hit first, so it was coincidence that the amounts are just exactly enough to drop both Ried and Ember. Bad luck.

Ried and Ember are both bowled over by the attacks, Ember for the second time in mere moments. Delia is rocked, but is not as badly hit as the others, and remains standing, if barely.

With that, the ghost lets out a gloating laugh, and steps back into the wall.

Alistair Steps protectively back towards his injured party-mates and begins chanting, preparing to bring in another creature to assist the crumbling party before it is too late.

Status:
Alistair 21/21 HP
Delia 18/5 HP
Ember 21/-1 HP
Kendra 16/-4 HP
Ried 23/-1 HP
Valachi 35/29 HP
Ant 22/22 HP
Elemental 17/17 HP

Splatterman -11

Map

The rest of the party (at least those who remain standing) may go now. Delia, you may post for the next round if you please.

Initiative Order: Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental | Round 8: Delia and Splatterman.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried is invisible? No help there?


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

As the elemental and ant watch the wall where the enemy last was, Delia moves back toward the opening to the room, hoping to stay out of sight of the spells it keeps throwing at them. As soon as she takes cover, she grabs the healing wand that Ember was using, eager to use it on the woman as soon as she gets the chance.

Elemental and Ant have readied attacks for when he emerges from the wall.
Delia will move, and pick up the CLW wand.


A killer GM with a killer smile.

He was aiming for your last known position, but I did forget to roll the miss chance.

1d100 ⇒ 681d100 ⇒ 5

The second missile connects, but not the first, so Ried will still be conscious.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

I'm pretty much 100% sure you can't do that with magic missile , since you need to see the target you're casting at. There's no attack roll, so miss chance doesn't apply.

Valachi snarls something vulgar and waits impatiently for an opportunity to attack.


A killer GM with a killer smile.
Valachi wrote:
I'm pretty much 100% sure you can't do that with magic missile , since you need to see the target you're casting at. There's no attack roll, so miss chance doesn't apply.

That would generally be my interpretation as well, but I was trying to be nice, and hoped no one would call me on it. I initially forgot that Ried had recast his vanish, and I was trying to come up with a solution that would leave the most people conscious, as this fight seems not to be going well.

But, as the Splatterman would have been unable to target Ried, I will have to retcon his action a little bit. His first two shots would have then been directed at Delia, and the last three at Ember. That puts Delia down as of his last action, with -2 HP, and Ember down at -8, and significantly closer to death. Sorry about that. He would not bother targeting the Summoned creatures as he knows via Spellcraft exactly what they are, and that they will disappear after the rest of you are dead if he merely avoids them long enough, which is easy for an incorporeal entity to do. He is not targeting Alistair, as he is protected by a Shield spell, and therefore immune to Magic Missiles.

Round 7:
Delia, the Splatterman, and Alistair have acted in round 7; folk will need to change their actions for after that due to the retcon above.

Initiative Order: Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental | Round 8: Delia and Splatterman.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Copy all... It's worth mentioning that you rolled d6s on the missile damage this round. Was that intentional?


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ant was summoned before we got to the room. No chance to see the spell cast, so Spellcraft wouldn't help the ghost determine

Also, Alistair, both as A PC and NPC hasn't responded to my requests about the spellbook, which I believe may be helpful here. Is that intentional?


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will break a smokestick filling the four squares to his west and north in order to break line of sight. Non hostile act shouldnt break invis. Will move to the south a square.

"Valachi is too big! Dispel that so he can get back in the mix!"


A killer GM with a killer smile.

d6's were intentional; it was an Empowered Magic Missile. I didn't put in a spellcraft spoiler this time, but if you scroll back to previous round summaries you'll see he has been using a mix of Empowered and Maximized Magic Missiles.

He did get to see the water elemental summoned though, and it is not a huge leap of deduction to figure out that the giant ant is probably not a pet, nor an animal companion, so if one strange creature is summoned, chances are that the other was too. He is supposed to be a super genius after all.

In regards to the spellbook, Alistair became distracted due to the Dire Rats. As he is supposed to be a bit of a coward, the intensity of the present situation has probably induced him to forget the request. Of course, that is just a clever way of covering for the fact that in PbP it can be hard to remember requests that were made weeks ago in real life. Ask him again and he should be able to help.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

North and east, I meant. I want to cover the downed party members.

"Alistair, time to man up! Do something with that book! Hit him with it, read it, burn it, do something!"

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