DMDM's Way of the Wicked, Part II: The Dark Tower

Game Master Douglas Muir 406

Villains! You've committed acts of great and terrible evil. But now comes your greatest challenge yet. You must find and take control of the Dark Tower, and unleash horror upon the Kingdom of Talingarde.


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Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Goblin Dren will cast Shield of Faith on himself in round 1 and then move up 25' into cover.
He doesn't have anything he can do to the tree since it is immune to all of his powers.
Next Round I will probably run up if nothing else appears.

stealth shadow armor size alter self fast stealth1d20 + 11 + 2 + 4 + 1 - 5 ⇒ (11) + 11 + 2 + 4 + 1 - 5 = 24

Current Stats & Effects:
Shadow Armor: Something less than 1 hour, lets say 50 min.
Alter Self (Small Sized): 5/10r
Shield of Faith +3: 55r
AC: 21
HP: 49/49


Actually, why don't we just run the Judge's elementals anyway. Three attacks:

1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

Two hits. 2d4 ⇒ (1, 3) = 4

Burn damage from previous hit. 1d4 ⇒ 1

Two saves against catching fire. 1d20 ⇒ 161d20 ⇒ 5


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Don't forget that the burn is fire damage. Not sure whether this tree is vulnerable to fire or not.


It is and I'm tracking it.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

DM am I close enough to the tree to see the vine and make a nature check on it?

If so:
1d20 + 13 ⇒ (12) + 13 = 25

If not:
Nothing to see here!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The vine is somewhere between crispy and well done now. Pretty sure that Cy's fireball made it into a torch.


Correct. Note that there is still at least one more vine like it growing alongside the stairs.


Anyway: the Guardian still has a move action left. So he's stomping around angrily (still slightly on fire) and glaring in various directions...

1d20 ⇒ 11 nope, not yet. Mind, if he does catch wind of you, Judge, you're going to be in an interesting position.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Brink, make note, get that kobold to make some of that plant-eating acid I've heard about.. Jax speaks telepathically to his blade and rests his back against the rock cliff for a moment. He glances to the stairs where Edmin is likely approaching and beginning to ascend. His eyes glaze over the vine, its just another part of the scenery to him.

"How's it going up there, Ulp? Burn the damned thing yet?"
Round 2
Jax steps from foot to foot. Others were casting spells, throwing bombs and using various resources. Should he bother? Deciding that yes, its likely worthwhile, he'll cast the scroll in his hand (Shield, 1 minute) and turn toward the steps, approaching them carefully (30' move to get to steps/start going up them).


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Big tree! Takes time to burn! But it will not live long! Tree make some loud noise...could be trouble!

anything on the vine DMDM, since there is another one there I will still use my roll from above


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Flying into combat carrying Ragnar. If we are doing good burning from a distance I will hold in posistion before moving in close. No need getting crushed.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I plan on staying 30' away from the tree. I will move as little as possible, so I should have a +40 on stealth.

Does tree man kill all three of the elementals this round? If he makes a FRA to attack more than one, I assume that he cannot stomp more than 5'.

If/when all three elementals are down:
Summon Monster III #3: 1d3 ⇒ 1

Sadly, only 1 will appear this time. But still enough to annoy the guardian.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

RD 2

Ulp moves to 40 feet away from the tree and crushes his other clay pellet in his claw and sends another bomb soaring through the air 1 range increment but that is counteracted by my mutant

1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29 the small glowing item soars through the air and slams into the trunk of the tree exploding in a white hot flame.

3d6 + 1d6 + 5 ⇒ (3, 1, 1) + (2) + 5 = 12

Aklo:
#$%!
Ulp screams as the accelerant burns out most of the bombs energy before it strikes the tree.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Round 1

Where is that squirrel ! Perception 1d20 + 11 ⇒ (19) + 11 = 30

Cуровую uses Message to contact Edmin

'I can cast another Fireball but that will deplete my reserves. It may be worth it to ensure we bring this to an end now. Suggestion?'

Directed at Edmin but others can make suggestions ooc

Cуровую can cast another Fireball with her bonded item but that will use up the daily use, which we may need later. But that is the only fire spell she has with that range.

Otherwise she can cast Magic Missile for far less damage.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I would wait to see what allies the treant has. I have plenty of spells so I am using a couple now just in case a dragon or something like that shows up.
Do you have your mage armor up or any defenses?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ulp's fire bombs do nice damage, and as long as the treant is swinging at fire elementals, I see no reason to waste more resources or get any of us hurt. Thus, I see no reason to use your last fireball right now. Edmin should be here in a round or so, he can decide whether to charge or to wait for a few more bombs/summons to chip away at the tree.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

"Hold it! We are doing fine right now."


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin holds ragnar around the chest and surveys the damage being done to the guardian. He then scans the forest for anyone coming to aid the overgrown shrub.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Cуровую зиму wrote:

Round 1

Where is that squirrel ! Perception 1d20 + 11 ⇒ (19) + 11 = 30

Otherwise she can cast Magic Missile for far less damage.

Cуровую will cast Magic Missile after DM specifies what she may have found with Perception.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Edmin you have Fly and could charge the tree if you want to enter combat.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I think that Edmin is holding off on attacking until the fire elementals finish sparking the treant's ire and Ulp finishes his flyby bombings.


Okay, a bit of confusion here as people have been (as usual) jumping ahead into Round 2. Guys, that makes it hard on me, especially after a day or two away -- I have to go back through a bunch of posts and try to figure out who has done what. Try to resist the temptation to just post something, please.

Let's see. Dren, Zimu, Edmin and Grumblejack were still left in Round One. Dren cast Shield of Faith and moved closer; Zimu hadn't decided what to do (please do so now): Edmin flew up with Ragnar; and Grumblejack, with his 40' movement, was running up the stairs.

That last bit gets interesting. Grumblejack must now make a saving throw. Here it is: 1d20 ⇒ 6.


Whoopsie.

Grumblejack roars in surprise and rage as the vegetation growing around the upper part of the stairs suddenly animates and grapples him. He is not immobilized -- he's thrashing and struggling rather spectacularly -- but he's clearly in some difficulty.

And now I have to make a couple of dice rolls. Edmin 1d20 ⇒ 14, Grumblejack1d20 ⇒ 8


Okay, so Edmin needs to make a Will save now. Hm, I guess Ragnar better too, since he's being carried. And one for Grumblejack: 1d20 ⇒ 3


Oh, dear. -- See, this sort of thing is why, if you want to keep Grumblejack around, someone needs to take Leadership so he can start leveling up. He's still a useful asset, especially in melee, but as the encounters get nastierhe's going to start getting into trouble.

Anyway: we need Will saves from Edmin and Ragnar, in that order, and Zimu needs to say what she's doing in Round One. Then I'll start resolving through Round Two. PLEASE DON'T POST ANY MORE ACTIONS UNTIL THEN.

ROUND TWO INITIATIVE

Ulp, Dren, Jax, Guardian, Judge, Cуровую, Edmin, Grumblejack


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23
Ulp wrote:

RD 2

Ulp moves to 40 feet away from the tree and crushes his other clay pellet in his claw and sends another bomb soaring through the air 1 range increment but that is counteracted by my mutant

1d20+11+2-2 the small glowing item soars through the air and slams into the trunk of the tree exploding in a white hot flame.

3d6+1d6+5

** spoiler omitted ** Ulp screams as the accelerant burns out most of the bombs energy before it strikes the tree.

sorry once the monster went I thought we were on rd 2. Apologies


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Will sv 1d20 + 6 ⇒ (8) + 6 = 14


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
we need Will saves from Edmin and Ragnar, in that order, and Zimu needs to say what she's doing in Round One. Then I'll start resolving through Round Two.

DM I posted questions to decide Cуровую's actions two or three times I think.

Cуровую зиму wrote:
Cуровую зиму wrote:

Round 1

Where is that squirrel ! Perception 1d20 + 11 ⇒ (19) + 11 = 30

Otherwise she can cast Magic Missile for far less damage.

Cуровую will cast Magic Missile after DM specifies what she may have found with Perception.

With Perception 30 could Cуровую had a chance to see the plant or unseen combatant attacking the party before they rushed forward?

Cуровую would have yelled out a warning. Has she seen the squirrel?

If she saw the plant she would try to warn the party and possibly target it with Scorching Ray or Magic Missile if more than 45' from her.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Oh, dear. -- See, this sort of thing is why, if you want to keep Grumblejack around, someone needs to take Leadership so he can start leveling up. He's still a useful asset, especially in melee, but as the encounters get nastierhe's going to start getting into trouble.

Grumblejack has never leveled??


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую is trying to figure out if there are other concealed or new combatants to worry about like whatever is hampering Edmin and Grumblejack.


Cуровую зиму wrote:


Grumblejack has never leveled??

Nope. You got him better equipment, but he's otherwise the same CR 3 creature he was when you met him.


Edmin Al'Roth wrote:
Will sv 1d20+6

That's for you, and it succeeds. Ragnar: 1d20 ⇒ 13 yup.

Okay, so: those climbing yellow vines that creep along between the waterfall and the stairs? The trumpet-shaped yellow flowers just turned towards you and -- poof -- released a fine cloud of yellow pollen for you to fly through.

You and Ragnar suffer brief moments of dizziness, but the dark power that flows through you makes you resistant, and you are not harmed. Grumblejack, however, took a blast of the stuff straight to the face. His expression suddenly goes slack and unfocused...


Cуровую зиму wrote:


DM I posted questions to decide Cуровую's actions two or three times I think.
Cуровую will cast Magic Missile after DM specifies what she may have found with Perception.

You don't see the squirrel, and while you see the yellow vine you're not close enough to do a knowledge check or otherwise spot anything strange about it.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую will still keep a lookout as she moves 25' closer to the guardian.

I thought that was a high enough Perception.

Whispers

'Judge do you see the squirrel?'

Hopefully the Fireball took it out with our surprise.

Rd 1

Cуровую sends ice shards at the ancient tree

Magic Missile dmg 3d4 + 3 + 3 ⇒ (3, 2, 2) + 3 + 3 = 13


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Perception: 1d20 + 8 ⇒ (16) + 8 = 24 <-- do I see any killer squirrels or anything else dangerous, other than a really ticked off tree?


No sign of the squirrel at all. And no -- no sign of anything but a ticked off tree.

But wait! At the very end of Round One...


...remember those two baobabs that stood down at the bottom of the cliff? Well, all of a sudden they're on the move. They don't suddenly unfold and show a face and limbs like the Guardian... no, they're still trees. But they're trees that are suddenly very, very mobile.

One is charging Jax, since he's close and on the ground. (A human wouldn't be able to charge because the stream is in the way, but the tree is Huge so it just steps over it.) 1d20 ⇒ 20


Hm!

Okay, checking to confirm the crit. 1d20 ⇒ 2 Hm... you're AC 21? And he's charging, so +2. Unfortunately he's also power attacking, so that doesn't quite confirm. Dang. Okay, damage is 2d6 + 18 ⇒ (2, 4) + 18 = 24.

The second baobab is right behind it, but since it was 10' further away it can't quite reach Jax even with a charge. Next round!


And that ends Round One. At the beginning of Round Two, Ulp bombed the Guardian, as described above. Dren and Jax, you guys can decide what to do now before the Guardian acts. Dren, you're about 30' away from the two baobabs that are attacking Jax. What are you two guys doing?

ROUND TWO INITIATIVE

Ulp, Dren, Jax, Guardian, Judge, Cуровую, Edmin, Grumblejack, Vines, Trees


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

His AC is 25 now from the shield, changed stat line to reflect that.

Jax's tail drops a wand into his hand and he frowns at the tree next to him. He'll slash at it, not sure if it will really do much against a tree 1d20 + 13 ⇒ (20) + 13 = 33 for 1d6 + 8 ⇒ (2) + 8 = 10. Brink's black steel crackles with magical energy as it cuts through bark and into sappy interior.

He'll then leap backward 5'step from the tree and turn invisible [-1 Charge Vanish] 1d20 + 32 ⇒ (20) + 32 = 52 stealth.

Assuming that its immune to critical hits but..if its not for whatever reason: 1d20 + 13 ⇒ (13) + 13 = 26 Confirm for an extra 1d6 + 8 ⇒ (1) + 8 = 9

Effects:

Shield (1 minute) +4 Shield bonus AC
Vanish (1 round) +20 stealth, Invisible


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren moves quietly past the tress and closer to the main action creeping from tree to tree. Move 50' up.

stealth shadow armor size alter self fast stealth 1d20 + 11 + 2 + 4 + 1 - 5 ⇒ (4) + 11 + 2 + 4 + 1 - 5 = 17

Current Stats & Effects:
Shadow Armor: Something less than 1 hour, lets say 50 min.
Alter Self (Small Sized): 4/10r
Shield of Faith +3: 54r
AC: 21
HP: 49/49


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

As previously posted, the Judge has readied an action to summon more fire elementals when the others are down, only one is summoned this time - see above post.

Attack-fire elemental: 1d20 + 4 ⇒ (19) + 4 = 23 <-- might hit?
Damage: 1d4 ⇒ 1 + burn DC11 if not already burning

Fire Elemental, small:

Fire Elemental, Small
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
Small Fire Elemental
CR 1
XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)

STATISTICS
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan

SPECIAL ABILITIES
Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Please note, I forgot before, but every time that the tree, or any other creature, hits the fire elementals with an unarmed or natural attack, the treant takes 1d4 fire damage. This should include the 3 or 4 elementals that it has already hit. Also, whenever it hits an elemental, even if it kills one, it must make a DC11 reflex save or start to burn (which is only important if it was not already burning).


Jax Naismith wrote:

His AC is 25 now from the shield, changed stat line to reflect that.

Jax's tail drops a wand into his hand and he frowns at the tree next to him. He'll slash at it, not sure if it will really do much against a tree 1d20+13 for 1d6+8. Brink's black steel crackles with magical energy as it cuts through bark and into sappy interior.

He'll then leap backward 5'step from the tree and turn invisible [-1 Charge Vanish] 1d20+32 stealth.

Attacking is a standard, and so is using a wand. If you want to keep that damage, you can't vanish this round. [Edit] Oh, wait, you're doing your Magus Spell Combat thing here? That's cool with a wand?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Level 6 he got an arcana: Wand Wielder :) That said, I forgot to take -2 off of his attack that round for using spell combat, sohis attacks are: 31 and 24 to confirm. Essentially, as long as Jax carries a wand of vanish around with him..he can't be seen in combat! He just can't use any of his other spiffy abilities at the same time haha.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

DM is looking at Jax then does his creepy lizard eye blink very slowly.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую will delay and go after Edmin this round.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Did the Magic Missiles work against the guardian?


Cуровую зиму wrote:
Did the Magic Missiles work against the guardian?

Yup.


The Guardian... is casting a spell. It then stomps around some more, trying to figure out if someone is around up here. (It actually suspects an invisible opponent, because it's hundreds of years old and not stupid. But it needs to roll quite high to spot the Judge.)

1d20 ⇒ 4 <-- Nothin'. Okay, over to Zimu and Edmin.

Round Two Initiative

Ulp, Dren, Jax, Guardian, Judge, Cуровую, Edmin, Grumblejack, Vines, Trees


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin frowns as he watches the trees below strike at the Jax. The knight charges forward dropping Ragnar as he closes on the guardian.

Power Attack:1d20 + 11 + 2 + 1 ⇒ (16) + 11 + 2 + 1 = 30
Damage: 1d12 + 14 + 5 + 1 ⇒ (5) + 14 + 5 + 1 = 25
Fire: 1d6 ⇒ 5

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