A Little Learning - Rune Stones/Savage Blight part 3 (Inactive)

Game Master Rev Rosey

Part 3 of the Rune Stones saga.
Urban and taking the characters from level 5 to level 8/9


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Acting on behalf of Gobi.

Struggling with the swarming wasps, Gobi challenges them to attack him and waves his craghammer ineffectively past the insects. They part in waves, taking no harm from the attack. 5hp damage from ongoing. Easing his way into the room and trying to get rid of the creatures, he risks their further stings, in an effort to clear the doorway.
Holy Strike on Divinely Challenged wasps (1d20 8=10, 1d10 6 2=18). Miss.
Save v ongoing (1d20=7). Failed save.
OA v Gobi (1d20 10=18, 1d6 1=5). 5hp damage to Gobi. 10hp damage total. Ahem. Apologies, Gobi.

The maggots seeth around Vel, leaving dead and blackened flesh in their wake.
Aura attack on Vel (Ref). On hit, takes 5 ongoing necrotic damage (save ends) (1d20 12=21, 1d8 5=7). 7hp damage to Vel.

MAP

Vel is up - 5 ongoing necrotic damage (save ends)
Seraphiel
Reason - wasp swarm makes free attack due to aura at start of his turn.
Arianwyn - maggot swarm makes free attack if still within aura at start of his turn; 5 ongoing necrotic damage (save ends).
Maggots1
Maggots 2 - marked by Whiteclaw
Wasps 1
Wasps 2 - divinely challenged by Gobi
Kia - concealment gained.
Whiteclaw - maggot swarm makes free attack if still within aura at start of her next turn.
Newts 1
Newts 2
Gobi - taking 5 ongoing damage, save ends.


Female Human Wizard 11 / Master of Flame

Vel instinctively bursts into flame in reaction to the swarm's attack.

Fire Shroud vs. M2, W1, W2 Fort (1d20+8=9, 1d20+8=18, 1d20+8=16, 1d8+6=11) Ick. If it hits anything, 11 fire + 5 ongoing fire (save ends)

Rev, I know you hate it when we try this, but the only thing that makes sense for Vel is step back outside the door. If you'll allow that, then shift to H0 and action point, else suck up the OA and action point.

Vel steps away from the maggots and aims at a point among the swarms (I3) by the cracked column, as her orb flashes.

Incendiary detonation vs M1, M2, W1, W2 Ref (1d20+8=21, 1d20+8=21, 1d20+8=24, 1d20+8=10, 1d6+6=7) Much better. On hit, 7 force, knock target prone. Burst 3 around I3 is licking flames, 2 fire to enemy entering or starting there through Vel's next two turnsl.

ETA: Save (1d20=10)


Gobi feels a rage within him start to build up. He shifts closer to the wasp swarm and with a sharp glare he finds his new challenge before swinging at the wasps

Free action Berserker's Fury
Minor Action Divine Challenge W2
Move action Shift to L1
Standard Action: Holy Strike

Holy Strike (1d20+10=12)

Save (1d20=20)


Gobi - I went ahead and rolled for you, but I guess it was eaten by the top of the page gremlins. I'll go with your rolls.

Swatting furiously at the wasps with his craghammer, Gobi channels his rage into a powerful blow that scythes through the insects. Unfortunately, they simply flood around the hammer's head, taking no harm from the attack. Resilient as ever, he shrugs off the stinging damage they inflict on him.

Yes alright Vel, go ahead. I'll make you a new map. Grumble, grump - I do see and I do understand why, it may not be quite immediate.

Ducking into the hallway, Vel's trademark flames disorient the swarms, causing them to tumble irrationally, unable to identify which way is up. Only W2, attacking Gobi, escapes the mage's fires. Concentrating hard and holding her breath, she sweeps away the maggots clinging to her flesh.

MAP

Seraphiel is up
Reason - wasp swarm makes free attack due to aura at start of his turn.
Arianwyn - maggot swarm makes free attack if still within aura at start of his turn; 5 ongoing necrotic damage (save ends).
Maggots 1 - prone; taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw; prone; taking 2 fire damage at start of turn
Wasps 1 - prone; taking 2 fire damage at start of turn
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn.
Kia - concealment gained.
Whiteclaw - maggot swarm makes free attack if still within aura at start of her next turn.
Newts 1
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn.
Vel


Female Human Wizard 11 / Master of Flame
Rev DM wrote:

Yes alright Vel, go ahead. I'll make you a new map. Grumble, grump - I do see and I do understand why, it may not be quite immediate.

Rev:

Spoiler:
Thanks! BTW, did the swarms take extra damage from the area attacks? Both of those were bursts, if it wasn't clear.

Vel wrote:
Rev DM wrote:

Yes alright Vel, go ahead. I'll make you a new map. Grumble, grump - I do see and I do understand why, it may not be quite immediate.

Rev:** spoiler omitted **

Vel

Spoiler:

Yup. Got that. They did take extra damage from the bursts. Report this ic if you like.


All new map with partial hallway access for the squishier members of the party. Thick lines indicate walls. Pale green you can go into, olive green with no grid, you can't. They are other rooms. There is no guarantee that the bugs won't follow you.

MAP

Seraphiel is up
Reason - wasp swarm makes free attack due to aura at start of his turn.
Arianwyn - maggot swarm makes free attack if still within aura at start of his turn; 5 ongoing necrotic damage (save ends).
Maggots 1 - prone; taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw; prone; taking 2 fire damage at start of turn
Wasps 1 - prone; taking 2 fire damage at start of turn
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn.
Kia - concealment gained.
Whiteclaw - maggot swarm makes free attack if still within aura at start of her next turn. Concealment.
Newts 1
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn.
Vel


Chains of Carceri Attack vs. M1's Ref 1d20+8=20, vs. W1's 1d20+8=24, damage 2d8+6=15

If the attacks hit, target slowed; +2 to Seraphiel's AC.

"Heaven curse you
Hell rejects you
This is your burden."

Move to I2


Seraphiel's prayers have no effect on the maggot swarm, but the many of the wasps are unable to withstand his invocations. The swarm is perceptibly smaller and slower as his words hit them.

The second swarm of wasps buzz ferociously around Reason, stinging ferociously and leaving pain in their wake.
Wasps (Ref) v Reason. On hit target takes 5 ongoing damage (save ends) (1d20 10=22, 1d6 1=4). 4hp damage to Reason. 5 onging, save ends.

MAP

Reason is up - 5 ongoing damage (save ends).
Arianwyn - maggot swarm makes free attack if still within aura at start of his turn; 5 ongoing necrotic damage (save ends).
Maggots 1 - prone; taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw; prone; taking 2 fire damage at start of turn
Wasps 1 - bloodied; prone; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn.
Kia - concealment gained.
Whiteclaw - maggot swarm makes free attack if still within aura at start of her next turn. Concealment.
Newts 1 - concealment
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn.
Vel
Seraphiel - +2AC to end next turn.


Male Tiefling Cleric 11

Reason calls on Ioun to create an area of divine protection.

Consecrated ground. Close burst 1. Any enemies in zone take Radiant damage (1d6+3=9) . Any Bloodied allies (inc Reason) in zone heal 4 hp.

Save vs ongoing (1d20=5)


Divine sanctuary mingles with Vel's flames as Reason calls on his goddess to protect the party from the swarms of ignorance.

The maggots roiling around Arianwyn's feet try and fail to ooze into his boots.
Maggots 2 v Arianwyn (Ref). On hit, take 5 ongoing necrotic damage. (1d20 12=15, 1d8 5=13)

A slithering sound alerts you to the approach of another maggot swarm, crawling rapidly across the floor.

MAP

Arianwyn is up - 5 ongoing necrotic damage (save ends).
Maggots 1 - prone; taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw; prone; taking 2 fire damage at start of turn
Maggots 3 - concealment.
Wasps 1 - bloodied; prone; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn.
Kia - concealment gained.
Whiteclaw - maggot swarm makes free attack if still within aura at start of her next turn. Concealment.
Newts 1 - concealment
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn.
Vel
Seraphiel - +2AC to end next turn.
Reason - 5 ongoing damage (save ends)


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Minor - curse M2. Minor draw sword, Attack with sword - 21 vs AC = damage (2 handed) = 1d8+2 + 1d6 = 10 damage.

Arianwyn curses and swings his sword, shimmering with light.

Save - 7


Arianwyn's blade hurtles through the air, but makes no impact on the maggots.

Now that you look at them closely (having little choice), the swarms of maggots are truly disgusting. Their slithering, oozing form slides over your feet, desperately clinging to your bodies and seeking, always seeking fresh flesh.

The crisping flames of Vel's fire thin the numbers a little, but not nearly enough.

M1 recovers from its disorientation and heads towards Reason.

M2 surges over Whiteclaw, finding an easy passage through her fur.
M1 v Whiteclaw (Ref). On hit, 5 ongoing necrotic damage (1d20 12=23, 1d8 5=12)
12hp damage to Whiteclaw. 5 ongoing necrotic.[/b]

M3 moves with frightening speed, and advances on the gnoll as well. In their wake, the swarms leave deadened and dying wounds.
M3 v Whiteclaw (Ref). On hit, 5 ongoing necrotic damage (1d20 12=23, 1d8 5=9)
9hp damage to Whiteclaw. 5 ongoing necrotic (save ends). 21hp damage to Whiteclaw total.

The wasps continue to assault Gobi, stinging viciously and clinging to him without respite. The injured swarm can only re-orient itself and move towards the dwarf. Luckily, he is able to avoid the attacks of the undamaged collection of insects.
Wasps 2 v Gobi (Ref). On hit, target takes 5 ongoing damage (save ends) (1d20 10=13, 1d6 1=3)

MAP

Kia - concealment
Whiteclaw - maggot swarms makes free attack if still within aura at start of her next turn. Concealment. 5 ongoing necrotic (save ends).
Newts 1 - concealment
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn.
Vel
Seraphiel - +2AC to end next turn.
Reason - 5 ongoing damage (save ends)
Arianwyn - 5 ongoing necrotic damage (save ends)
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw, taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn


Female Eladrin Warlord/10

Somewhat revolted by the ugly swarms, Kia moves up to one of the swarms (to H6)and attmepts to help sway the battle. Unfortunately an inconvenient bought of squeamishness hinders her thrust.

Lead the attack (1d20+8=15, 3d8+3=15)

If that's a hit (which I doubt) everybody gets +4 to their attack rolls until the end of the encounter. But I fear it doesn't hit, so everybody only get +1 to all attack rolls to the end of the encounter.

Kia can't stand it any more and (using an action point) teleports to H1 with a shudder.


Gorge rising, Kia can't hit the maggots, but her powers of leadership are sufficient to give the whole party a much needed boost.

The swarms around Whiteclaw break through her fur, biting hard and leaving trails of dead flesh behind them.

Aura attacks v Whiteclaw (Ref). On hit target takes 5 ongoing necrotic damage (1d20 12=25, 1d8 5=9, 1d20 12=29, 1d8 5=8). Both hit. Total 17hp damage to Whiteclaw. 5 ongoing necrotic damage.

MAP

Whiteclaw - Concealment. 5 ongoing necrotic (save ends, two saves required as both M2 and M3 hit.); +1 to hit
Newts 1 - concealment
Newts 2
Gobi - wasp swarm makes free attack if still within aura at start of his next turn; +1 to hit
Vel - +1 to hit
Seraphiel - +2AC to end next turn; +1 to hit
Reason - 5 ongoing damage (save ends); +1 to hit
Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - marked by Whiteclaw, taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn
Kia - +1 to hit


Female Gnoll Warden 12 (Icewrought Sentinel)

Make one save at the start of my turn, thanks to Warden goodness. 1d20=8. No dice. Very bloodied.

Whiteclaw's not sure how to fight masses of bugs, so she steps back, holds out her totem and blasts one of the groups with frost.

Shift to F6. Target M2 with Frost Flash. 1d20+6(vs fort)=17. If that hits, 1d6+5=6 Frost damage and M2 is immobilized. Dunno if that's halved or not. Saves vs Continuing Necrotic: 1d20+0=19 and 2. So M2s effect is gone. No marks, and I'd suggest saving heal effects for people with AoEs. This isn't a Whiteclaw fight :) go Vel go!


Whiteclaw pulls herself free of the encroaching maggots as her frost attack just fails to hit.

The newts advance once more, slowly and beautifully, but make no further attempts to lure the party towards them. The power failed to recharge.

Gobi swats frantically at the wasps as they sting him again.

Aura attacks on Gobi (Ref) (1d20 10=17, 1d6 1=5, 1d20 10=13, 1d6 1=2). 5hp damage to Gobi. 5 ongoing. Same swarm hit, so only one save needed.

MAP

Gobi - +1 to hit
Vel - +1 to hit
Seraphiel - +2AC to end next turn; +1 to hit
Reason - 5 ongoing damage (save ends); +1 to hit
Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn
Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2


Gobi's skin begins to bump up and almost in sync with that so does the dwarf's rage. He swings his Craghammer down with massive force, trying to catch as many wasps as possible.

Berserker's Fury, Activate!
Valiant Strike vs W2(1d20+11=23)

Damage (1d10+8=15)

Save (1d20=9)


Gobi's craghammer squashes a satisfying number of wasps, despite the continued pain their stings cause him.

MAP

Vel - +1 to hit
Seraphiel - +2AC to end next turn; +1 to hit
Reason - 5 ongoing damage (save ends); +1 to hit
Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn
Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)


Male Tiefling Cleric 11

Rev

Spoiler:
I don't have access to rulbooks and such right now. Do the swarms take damage when they enter the zone of Consecrated Ground? Or does damage only happen on my turn?


Female Human Wizard 11 / Master of Flame

From her position outside the room, Vel evokes her signature golden flames (J5), engulfing one of the maggot swarms.

Scorching Burst vs Ref - W1, M1, M2 (1d20+8+1=10, 1d20+8+1=26, 1d20+8+1=18, 1d6+6=12)


Reason wrote:

Rev** spoiler omitted **

Reason

Spoiler:

Just checked. They take damage if they start their turns in the consecrated ground. 1d6+ your Cha mod. Hmm. You'd better roll me some damage for the wee beasties. M1, W1 and W2 will be affected and it's an area attack so they are vulnerable. Go, go teifling power!


Male Tiefling Cleric 11

Rev

Spoiler:
ok. I think that I have to spend a minor to sustain the zone. Then I will roll damage. Of course, I can also move it a square or so :)


Reason

Spoiler:

Roll me up the damage on them from the last turn will you? It may make a difference and some of your colleagues are under pressure here. M1 and W1. W2 only just flew in.


Vel's trademark flames fail to make any impact on the wasps or M2, but M1 is now decidedly the worse for wear. The smell of charring maggots fills the air.
M1 is bloodied.

MAP

Seraphiel - +2AC to end next turn; +1 to hit
Reason - 5 ongoing damage (save ends); +1 to hit
Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn
Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit


Male Tiefling Cleric 11

Spoiler:
I'm pretty sure that M1 also just moved in. I did 9 damage to W1 when I brought in the zone. If you still need another roll d6+3=8 (analog dice).


Reason

Spoiler:

Yup. W1 took another 8hp area damage at the start of its turn. Will amend my damage totals. Thanks. I think we're good now.[/ooc]


Blades of Astral Fire Attack vs. M1 1d20+8=28, Damage 1d6+6=12

Blades of Astral Fire Attack vs. M3 1d20+8=9

+5 Bonus to AC for Arianwyn and Reason. Slide Reason to J2; +2 Bonus to AC for Seraphiel until end of his next Turn and moves to I1.

"Blades of the divine strike mine foes!"


Seraphiel - you can't slide Reason around a hard corner, so I just moved him backwards one square.

The deva sends gouts of astral flame into the seething nests of maggots, loudly defying his larval foes. M1 is now looking smaller, though no less deadly. M3 somehow evades the attack entirely. As a finishing touch, he pulls Reason away from the three swarms surrounding the cleric.

MAP

Reason - 5 ongoing damage (save ends); +1 to hit; +5AC to end Seraphiel's next turn
Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit; +5AC to end Seraphiel's next turn
Maggots 1 - taking 2 fire damage at start of turn
Maggots 2 - taking 2 fire damage at start of turn
Maggots 3 - concealment
Wasps 1 - bloodied; taking 2 fire damage at start of turn; slowed; concealment
Wasps 2 - divinely challenged by Gobi; taking 2 fire damage at start of turn
Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit
Seraphiel - +1 to hit


Male Tiefling Cleric 11

hmm.. post eaten. will probably show up later.

Reason is happy to have been moved away from the swarms, and shifts back further. J1

He then concentrates and moves the Consecrated Zone so it affects 4 of the swarms. I-K, 3-5. Minor to sustain, Move to move, 6 damage rolled.

Save vs Ongoing (1d20=15)


Male Tiefling Cleric 11

Rev

Spoiler:
What was the ongoing damage type? Just asking cuz of Reason's Resist 5 to Poison.


Reason - Maggots deliver necrotic damage, wasps and newts deliver untyped damage.

Reason draws first blood as one of the wasp swarms finally incinerates in the light of his consecrated ground and the other starts to visibly suffer. Stepping backwards, the tiefling throws off the effects of the stings.

W1 is dead, W2 bloodied.

At Arianwyn's elegantly shod feet, the maggots swarm once more, seeking a way to the fine fresh flesh awaiting them. They find a minute gap in his armour and attack ruthlessly.
Maggots aura attack v Arianwyn (Ref). On hit, 5 ongoing necrotic damage (1d20 12=26, 1d8 5=12, 1d20 12=20, 1d8 5=9). 21hp damage to Arianwyn, 5 ongoing necrotic. 2 saves required.

MAP

Arianwyn - 5 ongoing necrotic damage (save ends); +1 to hit; +5AC to end Seraphiel's next turn
Maggots 1
Maggots 2
Maggots 3 - concealment
Wasps 2 - divinely challenged by Gobi
Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Curse M3. Corrosive Ruin. +5 vs Fort. M3 - 18; M1 - 24; W2 - 10. Damage = 10 acid. Teleport to L8. Action Point. Second Wind.

Arianwyn spins and acid sprays forth over the assembled mass of vermin. Then he is gone from sight.

Save 14.


Arianwyn - another save please, you were hit by two swarms.

Acid brings near doom to M1, but misses the other maggots and the wasps. Divine light flares again, finishing M1 entirely. Frustrated by the sudden absence of their prey, the remaining swarms converge on Vel.

Damage to M1, M3, W2 at start of their turns (1d6 3=5, 1d6 3=4, 1d6 3=4). Consecrated ground damage takes out M1, hurts W2 and M3.

Maggots 2 and 3 v Vel (Ref). On hit target takes 5 ongoing necrotic damage (1d20 12=19, 1d8 5=9, 1d20 12=21, 1d8 5=7). M3 hits. 7hp damage to Vel and 5 ongoing necrotic (se)

Held inexorably by Gobi's divine powers, the wasps strike frantically at the dwarf once more.
Wasps 2 v Gobi (Ref). On hit 5 ongoing damage (1d20 10=19, 1d6 1=4). 4hp damage to Gobi. Still taking 5 ongoing.

MAP

Kia - +1 to hit
Whiteclaw - bloodied; concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit; 5 ongoing necrotic damage (se)
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn.
Arianwyn - possibly still taking 5 onging necrotic damage; +1 to hit; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Wasps 2 - divinely challenged by Gobi


Female Eladrin Warlord/10

Slightly put out at her ineffectiveness against swarmy creatures and also by the fact that they are swarmy creatures, Kia entreats Gobi to have another go at the wasp swarm next to him. She then moves to K1 and, despite Whiteclaw's entreaties, heals her.

Commander's strike - Gobi swatting those wasps. (1d20+9=26, 1d10+9=10) Roll damage again since the craghammer is brutal 2 - damage re-roll (1d10+9=11) - and once more 'cos it has to roll something greater than 2 - damage roll - take 3 (1d10+9=14) did it!

If that hits the swarm takes 14 damage (adjusted by whatever).

Inspiring word on Whiteclaw who spends a healing surge with extra HP = (1d6+3=7)


More wasps are crushed under Gobi's hammer. The swarm is now looking severely diminished.

Whiteclaw - I have you as no longer bloodied after Kia's intervention, but you still have the 5 ongoing necrotic to come.

MAP

Whiteclaw - concealment; +1 to hit; taking 5 ongoing necrotic.
Newts 1 - concealment
Newts 2
Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit; 5 ongoing necrotic damage (se)
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn.
Arianwyn - possibly still taking 5 onging necrotic damage; +1 to hit; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Wasps 2 - divinely challenged by Gobi
Kia - +1 to hit


Female Eladrin Warlord/10

In case I don't get to react in time for future rolls, the next bloodied person who fails a saving throw may elect to re-roll it with a +2 bonus, courtesy of Kia's Brooch of no regrets. So if you fail a saving throw and you feel that you really need to not fail it, assume that Kia will courteously allow you the use of her Brooch's daily power.

You don't actually have to be bloodied to use the power, but it seems a criterion to apply just now. This will only work for one person.


Female Gnoll Warden 12 (Icewrought Sentinel)

Correct, no longer bloodied. Start of turn save: 1d20=20.

Whiteclaw feels refreshed and moves forward, towards the little newts to engage them.

Shift to G6. Strength of Stone vs N1. 1d20+9=22. 1d10+4=8, so halved to 4, and I get 4 temp hp. Mark N1.


Whiteclaw steps towards the newts, but their scintillating patterns and glorious colouring make her pause. She hunts in vain for another target, but finding none, her weapon drops to her side.
Undeniable beauty (Will) on Whiteclaw. Immediate interrupt. On hit target must target a different creature or end the attack. (1d20 9=20). No attack.

The newts flicker seductively around her, luring her eye. She hardly notices the sharp claws digging through her fur or the multitude of tiny bites.
Attack v Whiteclaw. On hit target takes 3 ongoing damage (se) (1d20 9=28, 1d6 4=5). Hits. Rolled odd, so Whiteclaw is dazed to end next of N1's next turn. 5hp damage and 3 ongoing.

The second swarm flirts alluringly with Arianwyn's boots. Unlike his gnollish comrade, he does not succomb to their dazzling effect, and perhaps in retaliation, takes more damage.
Attack v Arianwyn. On hit target takes 3 ongoing damage (se); odd number, target is dazed (tent). (1d20 9=23, 1d6 4=9). 9hp damage to Arianwyn, 3 ongoing (se)

The wasps try once more to break through Gobi's beard. Several of the greatly diminished swarm find small openings and more stings appear on the afflicted dwarf's face.
Wasps v Gobi - on hit 5 ongoing (1d20 10=23, 1d6 1=6). 6hp damage to Gobi, still taking 5 ongoing (se).

MAP

Gobi - +1 to hit; 5 ongoing damage (se)
Vel - +1 to hit; 5 ongoing necrotic damage (se)
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn.
Arianwyn - +1 to hit; 3 ongoing damage; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Wasps 2 - divinely challenged by Gobi
Kia - +1 to hit
Whiteclaw - concealment; +1 to hit; 3 ongoing damage; dazed to end N1's next turn.
Newts 1 - concealment; marked by Whiteclaw
Newts 2


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

My other save - 17.


The attack that was made with commanders strike, would that get a +2 to damage from my berserker rage?

Gobi swings his hammer down on the wasps once more, hoping to finish them off. Once the hammer hits the floor Gobi moves backwardsShift to L3

Valiant Strike Vs W2 (1d20+10=29)

Valiant Strike Damage (+2 Berserker Dmg) (1d10+8=13)

Save (1d20=11)


Yes, it would. I've added the extra hp to the damage.

Gobi's rage builds and his craghammer flattens more insects as he finally manages to quell the pain of the stinging horrors.

The maggots swarm around Vel, finding the mage an irresistible target.
Maggots 2 and 3 v Vel. On hit, 5 ongoing necrotic (1d20 12=15, 1d8 5=13, 1d20 12=31, 1d8 5=10). M3 hits. 10hp damage to Vel, 5 ongoing necrotic (se).

MAP

Vel - +1 to hit; 5 ongoing necrotic damage (se) - only one save needed, it's the same swarm that hit you last time
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn.
Arianwyn - +1 to hit; 3 ongoing damage; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Wasps 2 - divinely challenged by Gobi
Kia - +1 to hit
Whiteclaw - concealment; +1 to hit; 3 ongoing damage; dazed to end N1's next turn.
Newts 1 - concealment; marked by Whiteclaw
Newts 2
Gobi - +1 to hit


Female Human Wizard 11 / Master of Flame

Vel is bloodied.

"Get off of me!"

Vel backs away from the maggots (G1) and calls, "Burn!" Golden flames erupt between M3 and W2, missing the maggots entirely but engulfing the wasps stinging Gobi. At the same time, red lines on Vel's armor flare, deflecting the worst of the maggots.

Scorching burst vs M3, W2 Ref (1d20+8=9, 1d20+8=28, 1d6+6=11) Crit on wasps, damage = Crit on W2 (12+1d6=13)

Activate bloodcut armor, resist 10 all TEOMNT

Save vs maggots (1d20=18)


Sun Strike vs. W2's Ref 1d20+8=24, Damage 1d8+6=10

if the attack hits, then shift W2 to J3


Female Human Wizard 11 / Master of Flame

Seraphiel:

Spoiler:
Is Yomi coming back? Haven't seen him in a month. Please answer over there. Thanks.


Vel conjures more flames to incinerate the last wasp swarm, even as the maggots slide out of her reach. She manages at last to quell the festering wounds.
W2 is dead.

Seraphiel - Couple of things here. You couldn't have attacked W2 in any case, as you had no line of sight on them around a hard corner. Since they were gone by the time your attack went off, I redirected it to M3, which it hit. If you want to slide them, tell me where.

MAP

Reason - +1 to hit; +5AC to end Seraphiel's next turn.
Arianwyn - +1 to hit; 3 ongoing damage; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Wasps 2 - divinely challenged by Gobi
Kia - +1 to hit
Whiteclaw - concealment; +1 to hit; 3 ongoing damage; dazed to end N1's next turn.
Newts 1 - concealment; marked by Whiteclaw
Newts 2
Gobi - +1 to hit
Vel - +1 to hit; +10 defenses to end of her next turn
Seraphiel - +1 to hit


Male Tiefling Cleric 11

Reason concentrates for a moment, and moves the Consecrated Ground so it will aid Vel and damage the maggots. Minor to sustain, Move to move centre H2. Vel heals 4 hp at start of her turn, swarms take:Radiant damage (1d6+3=9)

He then blasts the nearest swarm with a bolt of light.

Daunting Light vs M3. vs Ref, radiant damage (1d20+8=15, 2d10+5=20) in unlikely event of a hit, Seraphiel gets CA vs M3


Reason's divine light shines brightly, bathing Vel in a healing glow and causing the maggots to writhe in agony. His direct attack is, sadly, less successful, but he has the satisfaction of knowing that Vel is recovering fast.

MAP

Arianwyn - +1 to hit; 3 ongoing damage; +5AC to end Seraphiel's next turn
Maggots 2
Maggots 3
Kia - +1 to hit
Whiteclaw - concealment; +1 to hit; 3 ongoing damage; dazed to end N1's next turn.
Newts 1 - concealment; marked by Whiteclaw
Newts 2
Gobi - +1 to hit
Vel - +1 to hit; +10 defenses to end of her next turn
Seraphiel - +1 to hit
Reason - +1 to hit; +5AC to end Seraphiel's next turn


Female Human Wizard 11 / Master of Flame
Rev DM wrote:
Vel - +1 to hit; +10 defenses to end of her next turn

Bloodcut armor: Resist 10 all -- they can hit just as easily, just not likely to hurt much

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