Lamishal

Tobin MacGregor's page

77 posts. Alias of YuenglingDragon.


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Sorry for the delay, guys. Work has been kicking my butt.

Will: 1d20 + 4 ⇒ (1) + 4 = 5

"Saxton, have you considered that is was you who was bewitched? That you have forgotten the creature we faced?"


Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Light flashes from Tobin's extended hand as two bolts of force unerringly strike a zombie.

Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10

I'll be in St. Paul, MN for the rest of the week so my posting may be sporadic. Don't hold up the game on my account

1/8 level 1 spells used.


Yup. That's the plan.


"Damn. Well, I suppose the best thing to do then is just go and see what we can do. I'm pretty low on arcane power but I probably have enough to at least go looking for the sorts of tools Andreas will need to pick a lock."


"What about the roof? If there were access from there, we could use the flying potion to get up and then let down a rope for everyone else to join."


"I guess I don't really know. I'm sure you'd know it if you felt it, though."


Fort save: 1d20 + 3 ⇒ (17) + 3 = 20

A strange momentary queasiness passes through Tobin but disappears as quickly as it came. He frowns and looks around at his companions.

"Did anyone else just feel that?"


"I get that it could be harder to feed them, but we can't turn away anyone that wants to leave this place. We'll create what food we can, bring what we can, and fish for the rest. Most of us have been on short rations for a while now anyway."


"That sounds like as good a plan as any. Maybe we should have someone ask among the soldiers if any have sailing experience while we're gone. It's a port town, some of these men must surely have sailed."


4 I thought. Did we level and I missed it?


Tobin giddily clutches the wand of fireball. "This I want. This I want very much. The pouch might be useful for someone who want to carry more things. It can carry quite a bit more than it looks. Anyone have an idea where to go from here?"

Also, congrats on hitting 1,000 posts.


Tobin also steps forward hand outstretched to read the magical auras.

Holding Detect Magic for three rounds on the contents of the chest.

Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9


Tobin was going to use Open/Close on it when everyone was a little bit away from it.


Once everyone gives the chest a bit or room, he will cast Open/Close on the chest.

If it's locked, can anyone pick it?


Tobin mutters a cantrip and a ring on his left hand glows with heatless flames illuminating the room and he descends the ladder.

A second cantrip shows him the magical auras seen by the diminutive wizard.

Spellcraft for the orb: 1d20 + 5 ⇒ (13) + 5 = 18

"There is magic within the chest. Unless anyone has a better idea, I could open it with a spell while we stand a bit away in case it is trapped."


I know boats! Doors are hatches, floors are decks, stairs are ladders, ceilings are overhead, walls are bulkheads. As for keelboat, it's original meaning (smallish, narrow, open decked boat for rivers like a big canoe with a short keel) doesn't seem to fit, so I expect it's just a sailed ship large enough to have a true keel rather than a centerboard.

Tobin moves aboard the ship with the others and nods towards the hatch, indicating that someone less likely than he to die in the attempt ought to open it.

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16


"Well, lets get on with it then. The zombies won't be getting any deader. Who's first?"


"Good gods. And we still have to take their ship? I hope they don't have any more cyclops onboard."


Cast defensively: 1d20 + 9 ⇒ (19) + 9 = 28

Tobin again lets loose a gout of flame from his hands.

Burning Hands: 4d4 ⇒ (4, 2, 3, 4) = 13

DC16 Reflex for half


Just want to point out that I udes Burning Hands, not Flaming Sphere with my readied action


Just want to note that I readied Burning Hands, not Flaming Sphere. I mistyped Flaming Hands or something but I definitely only wanted to use a level 1 spell.


Tobin hands smoke but he holds the magic in, readying to loose the spell if the Cyclops flies back up.

Readied action to use Flaming Hands if it flies up into range. Hopefully, he'll fall back down allowing our ground forces to smash him up.


Ha! I love Grease. Rules for Prone condition are below for convenience.

Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.


Hell, it's got two axes? What a jerk. Can I retcon that to be under his feet then? I've marked the area with an orange-brown color.

Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


Round 7 Initiative 21

With the undead creature firmly in Uchendu's control, Tobin rushes to the north side of the building to see if he can help the rest of the fight.

Spotting the cyclops, Tobin causes a magical grease to form along its haft.

Grease! Reflex DC 16 If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.


Watcher Uatu wrote:
The allip looks at Uchendu, not happy at whatever was supposed to take place. The surviving allip now known as A1 flies over to visit Uchendu.

Was referring to this. It's not near him now...


Watcher, I don't know where A1 moved to so I can't move myself but could you place it when you have a sec and me somewhere where I can blast it without frying Uchendu?

"I can't keep this up all day!"

Burning Hands, DC 16 Reflex for half: 4d4 ⇒ (3, 4, 1, 1) = 9


Watcher, did you roll Reflex saves for Burning Hands on the Allips?


Watcher Uatu wrote:


Tobin the mass rules don't interact with regular combat rules well. What I can do if you want to help the militia is allow every spell you cast to count as a +1 to his militia's attack rolls.

That would be great. Maybe just have it be +1 for two more rounds as the Flaming Sphere rolls around in there.


Will Save: 1d20 + 4 ⇒ (15) + 4 = 19

Tobin steps backwards and sprays flame from his hands at the two Allips.

Die!

Burning Hands Reflex DC16 for half: 4d4 ⇒ (4, 3, 2, 3) = 12

The Flaming Sphere among the zombies continues to burn, dealing damage to which one it rests on. If they've moved past it, I'll move it back over one. It's just a move action.

Flaming Sphere: 3d6 ⇒ (5, 6, 1) = 12


Where are the zombies on the map? If they are within 140ft and on dry ground, as I think they are use the below action. Othrwise, I'll hold.

Waiting doesn't appear to appeal to Tobin and his arcane power flares creating a roiling sphere of flames in the front rank of zombies.

Damage: 3d6 ⇒ (3, 2, 4) = 9


Watcher Uatu wrote:
Tobin you can take your 1st round action unless you are just waiting for the cyclops or Allip to reappear.

Most of my spells are pretty close ranged. I was hoping to get a good target before loosing Flaming Sphere. I don't want to just piss off the mob.

Tobin continues to wait and see how things develop, seeking a good target for his magical artillery.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Saxton Quinn wrote:
Watcher Uatu wrote:


Init so far
Uchendu 23 acted
Huando 23
Allip 12
Andreas 10
De'ohge 9
Klor 9
Cyclops 4
Saxton 3
Looks like Klor, then NPC-cyclops, then me, then R2

When we get to the next round, don't forget Tobin at 21


Init: 1d20 + 2 ⇒ (19) + 2 = 21

Sorry for the delay. Work craziness.


Good deal. I'll place myself now.


I don't have a good idea where to set up. Where should I be?


Tobin waits in a corner, nervously tapping a foot. He's not used to be among so many people and he's not sure how much help he could offer to planning a real battle.


Hey guys, I'm here and ready to go!


Tobin raises his voice slightly, enough to be better heard inside but still muffled to the outside. "Hello? Is anyone here?"


"Lets get inside so no wandering zombies see us. I've no wish to repeat that."


I'll come back into the initiative here then.

With another wave of his hand, Tobin brings the roiling ball of flames onto a zombie. In order to save some spellpower for later, he draws his crossbow.

Flame Sphere on Zombie 2 Reflex DC17: 3d6 ⇒ (1, 2, 3) = 6


To Tobin's surprise, the zombie just releases him. "Thank you, Uchendu. That was very timely."

Tobin withdraws to a safer distance to tend his wounds.


Round 2 Initiative 21

Tobin backs up slightly to cast away from the zombies. He waves a hand to move the flaming sphere onto another zombie and points his palm towards the closest two. More flames erupt from his smoking hand engulfing them in white hot fire.

5' Step, move action to move flaming sphere to L8 and burn zombie 2 (I've colored it orange for easier reference in the future), and standard action for Burning Hands to catch zombies 3 & 4

Burning Hands DC16 Reflex for half: 4d4 ⇒ (4, 1, 1, 2) = 8

Flaming Sphere DC17 Reflex for half: 3d6 ⇒ (2, 5, 1) = 8


Tobin's eyes glow with arcane power and he points a hand, smoking with unfelt heat. A small spinning flame appears in front of a zombie. It spins faster and faster growing with each revolution. Soon it is a five foot wide sphere of intense heat engulfing the zombie.

Flaming Sphere on the Zombie at L3. DC17 reflex for half damage
Flaming Sphere damage: 3d6 ⇒ (5, 2, 6) = 13


Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Tobin casts Mage Armor, somewhat chagrined that he'd gotten so careless as to leave without it on. Being around other people was giving him a false sense of security. Let me know when four hours are up please?


When everyone is ready, Tobin leads the group cautiously back to the building where we had met William the day before.


"We should trust the resistance to help us with this. This doesn't need to be a suicide mission for anyone. They want the city to be free of the undead as much as anyone."


"Perhaps the resistance could cre3ate the distraction to lure off some of the undead on the ship. Hit and run tactics seem to have been their technique so far. They are undoubtedly suited for the role while we attack directly."


Tobin takes a moment to formally introduce himself to the Professor and the groups other associates. He is somewhat vague about his past if questioned. The pain in his eyes usually stops that line of inquiry before too long.


If anyone saw my last post before I deleted it, please ignore that. Somehow I got it into my head that the group had already returned to the warehouse. Sorry.

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