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The Dalsine Affair Slides

Woo! Page 9 of posts

The wizard pulls out a scroll and rapidly reads off of it, chanting and pointing at Grumblejack.

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24


The Dalsine Affair Slides

Grumblejack momentarily starts to droop, then shakes his head.

Elaine&Than:
That was a sleep spell he just cast on Grumblejack, unsuccessfully.

Grumblejack moves up and takes a swing at the dog over Aella's head.

"Get out of my way, I have a wizard to smash!"

Attack: 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5


The Dalsine Affair Slides

Critical Confirmation: 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
Critical Damage: 1d8 + 3 ⇒ (3) + 3 = 6


The Dalsine Affair Slides

Grumblejack lands a glancing blow on the dog's flank, scoring a deep cut down its side.

The wizard looks on in horror at Grumblejack free.

"Fine Blackerly, I'm out of subdual magic. Get in there, I'll bring the firepower. Go!"

Aella, Than, you're both up.


Female Human Hungry Ghost Monk 1

Catching Than's eye, Aella will five foot step and ready to flurry of blows the dog as soon as she has flanking.


Male Human Undead Lord Cleric/1

Than moves to the other side of the dog and then attacks it.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Female Human Hungry Ghost Monk 1

Readied action go! With +2 attack for flanking!

Attack 1: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack 2: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Female Human Hungry Ghost Monk 1

Aella punches the dog so hard that she knocks it out of the way of her second punch. Clearly.


The Dalsine Affair Slides

Aella smashes the dog so hard she hears its neck snap, and it flies out of the way of her second punch. It doesn't get up.

The guard that was hiding behind the dog from Aella looks terrified. He doesn't have his club anymore, so he pulls his longsword and takes an awkward, drunken stab at Aella.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 1

Blackerly and the other guard approach cautiously. The guard draws his longsword, and Blackerly readies his sword to attack anyone who approaches him.

Dav, Elaine, you're up.


The Dalsine Affair Slides

Aella doesn't quite get out of the way of the guard's attack, and get knicked.


Female Human Hungry Ghost Monk 1

Well, now my whole outfit is ruined!


Male Human Bard/1

Dav completes his tale. 'The whalers approached the carcass, failing to spot the three warriors. Jothar waited until they went around to the other side of the whale, looking for an ambush. When they saw nothing, the party sheathed their weapons and returned to the section of whale that they were working on.

Judging his moment finely, Jothar gave a blood-curdling shriek, and burst from his hiding place. He cut down the one whaler right in front of him. A quick-witted companion drew a bow, and shot a fast arrow at the emerging warriors. But it stuck fast in the wedge of whale blubber that Thorgeir Bottle-Back was holding.

Arnkel saw the arrow-shot, and wrestled his whale-rib around, flinging it like a tree-trunk at the archer. It stunned the man and knocked him to the ground.

The three warriors wiped out the whaling group, and claimed the whale meat for themselves.'

And that's all she wrote! I assume I have to maintain good vocal projection through this turn, otherwise I would enter the room with the tables and see what I could drag into the hallway myself.


Female Human Alchemist/1

Elaine will move into the hall behind Grumblejack.

Next turn, I'm so drinking that healing potion -.-


The Dalsine Affair Slides

You might be busy doing something else...

The wizard bounds over behind Sergeant Blackerly, chanting while he moves. He finishes his spell, a large ball of flame appears next to Grumblejack, and tries to incinerate him...

Reflex Save, DC 17: 1d20 ⇒ 13
Damage: 3d6 ⇒ (4, 6, 5) = 15
Spellcraft: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17


The Dalsine Affair Slides

Grumblejack is caught by the fire, and briefly roars and pain before falling, subdued by his injuries. The sphere rotates in place atop his body, burning menacingly.

Stabilzation Roll: 1d20 + 2 ⇒ (13) + 2 = 15

Elaine:
That sphere will stick around for another 2+ rounds, depending on how strong the caster is (but probably not more than another 3, or this spell is the least of your problems). The caster can move it at a brisk walking pace (30 feet/round), so anyone too close to it can get run over and immolated each round.


Female Human Alchemist/1

Never mind, next turn, moving away from the burny sphere of death...

"Stay away from the sphere!" Elaine shouts (as much as she can shout at the moment) "He can move it around, but he will not be able to hold it for long!"


The Dalsine Affair Slides

The wizard sighs, a deep disappointed sigh.

"There! The ogre is down, although I have no idea how we'll ever explain this to Lord Tyrath. Don't kill any of the rest, if they all die he'll have our heads!"

Aella, Than, you're up. There is a flaming sphere behind you, but plenty of room to run past it on either side if you want to go back into the corridor.


Female Human Hungry Ghost Monk 1

Aella is going to acrobatically move away from the guard, then dash around him to flurry with flanking. Drew an orange arrow on the map to show my path.

Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15

Rolls include Bardic Performance, as I believe we have it this last round still?

Attack 1: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack 1: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


The Dalsine Affair Slides

Yup, you've got bardic performance for this round. Flurry is only allowed as part of a full attack action, like dual wielding, so you can't move and flurry. It didn't end up mattering this round since both missed, but just keep it in mind for the future.

Aella cartwheels easily around the drunken guard, but she fails to strike him solidly through his armor.

Than, you're still up.


Female Human Hungry Ghost Monk 1

Got it. Haven't played a monk in...ever? Definitely not in Pathfinder.


The Dalsine Affair Slides

Yeah, I haven't done a monk before either. Pathfinder tweaked them a bunch since I've seen someone play one, which I think helped them a lot, but got a little complicated in a few ways like the full BAB but only when flurrying thing.


Male Human Undead Lord Cleric/1

Than attacks the solider between him and Aella.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Female Human Alchemist/1

Than swings and misses, his club clanging off the guard's shield.

The guard takes a drunken swing back with his longsword.

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 ⇒ 3


The Dalsine Affair Slides

Oops, posting from Danielle's laptop; that last one was me.

Blackerly moves into a flanking position across from Aella, and takes a vicious stab at her with his longsword.

Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d20 + 2 ⇒ (2) + 2 = 4


The Dalsine Affair Slides

Blackerly's sword scores a deep cut down Aella's leg.

"You're Ogre's down girl, you're not even armed. Stand down before I put you in the ground."

I believe that takes Aella to 2/11 hp, with 2 of that damage as nonlethal.

The other guard looks over his shoulder at the wizard, shrugs, then sheathes his sword and pulls out his club.

Elaine, Dav, you're up. Than, Aella, if you want to say anything, to Blackerly or each other, you're free to do that whenever.


Male Human Bard/1

Dav takes a good look at the ball of fire. He is thinking about throwing his dagger thru it at one of the enemies on the far side, hopefully hitting them with a surprise flying burning dagger.

Standard action?

Knowledge(Arcana): 1d20 + 3 ⇒ (13) + 3 = 16

When Grumblejack goes down, Dav's face falls for a second. There goes my plan to get Grumblejack to help me turn the tables... And I was really hoping that fireballs wouldn't be flying; they seem like really bad news for my improvised bench-shield plan...

But Dav continues with his plan. He ducks into the table-filled room, which seems to him like a dining room for the guards. Move action. If I have any remaining actions, I would like to start chopping the benches into small standing walls, a bit like tower shields.


The Dalsine Affair Slides

Dav thinks he recognizes the spell; from what he can remember about it, it is probably solid, and would deflect a dagger thrown through it.

Dashing into the room, which he is pretty sure is the dining area for the guards, Dav examines the tables and benches.

Knowledge: Engineering: 1d20 + 3 ⇒ (15) + 3 = 18


The Dalsine Affair Slides

The benches are old and worn, but also very large and heavy. Dav is almost certainly not strong enough to break one with his bare hands, and it would take a very long time to cut through one without an axe or other appropriate tool.

Dav might be able to snap a bench into two appropriately sized sections if he was able to find a fulcrum to put pressure on the center, but it seems like it would likely take too long to set up unless the combatants can be delayed somehow to give you time to work.


Female Human Alchemist/1

Elaine continues moving out of the way of the scary things in hopes of getting to safety.


The Dalsine Affair Slides

The wizard hesitates briefly, then waves his hand. The flaming sphere moves off of Grumblejack and near Blackerly, blocking the path from Aella to the wizard.

He drinks the potion in his hand.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Grumblejack Stabilization: 1d20 + 2 ⇒ (19) + 2 = 21


The Dalsine Affair Slides

Grumblejack is unconscious, but begins to breathe again as the flaming sphere leaves his body.

Aella, Than, you're both up.


Male Human Undead Lord Cleric/1

Than attacks the solider between him and Aella.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
No reason to even bother rolling for damage considering its impossible to roll a 2 digit number


The Dalsine Affair Slides

Ouch. Sadly quite true...you're under 10 on every single attack Than has made so far...


Male Human Bard/1

Look at it this way: you're building up good rolls for when they will really count! ;-)

When Dav examined the furniture in the guards' mess, he realized that his plan needs a re-think. "These look far tougher and heavier than I thought at first glance... If I don't get any help, I'll have to give up on the tables and chairs, and see if that back room over there has something lighter or more malleable..."


Female Human Hungry Ghost Monk 1

Aella will look at her fists, look at Blackerly, and shrug. "Looks like I have two arms, actually." She will then proceed to introduce them to his face.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Regardless of the outcome, she will then move acrobatically out of flanking and circle around to Than.

Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
I also have +4 to AC vs. Attacks of Opportunity, bringing it to 21. Hope I stay up...


The Dalsine Affair Slides

Aella socks Blackerly in the nose with a satisfying crunch.

Blackerly snarls and takes a swipe while Aella tries to awkwardly tumble away.

Attack: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d8 + 2 ⇒ (5) + 2 = 7


The Dalsine Affair Slides

Whew....mobility is sure pulling its weight there. As is dodge, for that matter...

The drunken guard looks confused as Aella tumbles past him, but shrugs takes another stab at Than.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 ⇒ 2

The other guard moves up with his club and takes a swipe at Aella, while Blackerly winces, puts a hand to his bloody nose, and steps back.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


The Dalsine Affair Slides

As both guards flail incompetently at Aella and Than, while Blackerly roars with pain and anger and readies an attack to strike anyone who approaches.

"Argh, that b*$@% broke my nose! Stop screwing around with the other guy, I want her down, now! Break her damn arms if she's so proud of them!"

Merry Christmas everyone! Dav and Elaine are up when it is convenient...although I suspect that won't be until a bit later given the holiday.


The Dalsine Affair Slides

So, clearly Dav is brainstorming for things he might be able to do with the area you're in. Since it has been a long time since the original room descriptive posts, and some more specific details might have been omitted because they're not in the room descriptions (like the durability of the tables and benches), I'll summarize and/or create the details on everything possibly relevant I can think of that Dav can easily sense from the area he is in.

Dav is currently in the guard's mess hall. It has been cleaned since the last meal, but there is a faint odor lingering, a remnant of past meals. The room is lit by four torches, two approximately 10 feet to either side of the door, and two at the same positions on the opposing east wall. Between the torches on the eastern wall, there is a large blue banner emblazoned with the emblem of Branderscar prison. It is made of cloth and approximately 8 feet long, and is pinned high up on the wall so it is easily visible from the entire room. There are four large tables for feeding groups of guards, each approximately 8 feet wide and 15 feet long. They are made of solid oak, and Dav's best guess is that they weigh 400-500 lbs; he could push one, but would need help picking it up. The benches are lighter; there are 8 of them, and they are made of well worn oak like the tables. They are about 2.5 feet by 12 feet and around 100 lbs. Dav could pick one up, but not very easily, and could maybe break one in half without tools if he could get leverage on it by wedging one end somewhere.

There are 3 doors to the mess hall; all the doors are approximately 5 feet wide, made of very thick and solid wood banded with iron. There does not seem to be a locking mechanism on any of them. The door on the west wall, that Dav just came through, opens into the mess hall. The door on the northern wall of the mess hall opens inward to a room Dav can partially see. That door was left ajar by someone, and through it Dav can see 4 large wooden chests banded with metal and part of an unmade bed. The door on the southern wall of the mess hall is closed, but appears to open into the mess hall. Through the door, Dav can smell the strong aroma of beef stew.

The hall outside of this room, where Elaine is now, is huge and empty. There are a number of doors leading off it in various directions. The three you've opened are the northern double doors, which opened inward and are huge, thick and banded with metal, the southern door you came through which opened inward towards the stairs to your cell, and the door on the western wall, which led to the room Dav is in now. The hall is lit mostly by 6 torches spaced evenly in brackets, three per wall, but is now also slightly lit near the northern part of the hall by the light of the setting sun filtering through the open northern doors.

The ceilings in the whole area are approximately 10 feet high. The floors, walls and ceiling are made of granite, and there are no windows anywhere. Any light in the area either comes from the setting sun filtering in through the open double doors in the great hall, or by the torches on the walls.

Merry Christmas, and good luck with your diabolical scheming :D!


Female Human Hungry Ghost Monk 1

"Hey, you're the one who brought my arms up in the first place!" She'll wipe Blackerly's blood off on her rags haphazardly, leaving a long red smear.


Female Human Alchemist/1

Elaine moves against the wall of the big hall, and sets down the box. She tugs at the healing potion on the veil and watches it materialize in her hand.

Being this hurt is made of suck -.-


Male Human Bard/1

Dav moves towards the storeroom, to see if there are more workable wood pieces there.


The Dalsine Affair Slides

Dav enters the room. There are 12 chests around the walls in this room, each appearing to be fairly well made out of wood, with an iron lock on each. There are also four cots in the room that appear to be used for guards to take naps or rest between shifts. None of the cots are made, but all have bedding in various states of dishevelment. The cots are made out of wood and don't look too sturdy. The room is lit by two torches, one on the east wall and one on the west.

I went ahead and moved you into the room on the roll20 map.

The wizard moves behind Blackerly and draws a dagger, which flies from his hand. It magically arcs around the guards, stabbing at Aella before returning to his grasp. The sphere of flame winks out of existence.

Attack: 1d20 + 6 - 4 - 4 ⇒ (13) + 6 - 4 - 4 = 11
Damage: 1d4 ⇒ 2

Aella and Than, you're up.


The Dalsine Affair Slides

That was miss on the Wizard's attack, due to cover and missle attacks into combat without the correct feat.


Female Human Hungry Ghost Monk 1

Ooooh, magic returning dagger! ...That I'm really glad missed.

"So, uh, not feeling great, but I'm going to keep punching people until someone comes up with a better plan!"

On the expectation that her brother will heal her *cough cough*, Aella will flurry of blows the guard in front of her.

Attack 1: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Attack 2: 1d20 - 1 ⇒ (7) - 1 = 6
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

*Edit to fix bad formatting*


The Dalsine Affair Slides

Both of Aella's attacks miss, one glancing off the guard's armor.

Both your attacks are at +1 when flurrying, but they're both misses still.

Than, you're still up.


Female Human Hungry Ghost Monk 1

I had weird info on my sheet about Flurry; no clue where I found it. Fixing now.


Male Human Undead Lord Cleric/1

Than takes a step backwards and casts Cure Light Wounds on Aella.

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4


The Dalsine Affair Slides

Aella's head clears from the club strike, and the cut from Blackerly's sword scabs over.

That heals 4 normal and the 2 nonlethal damage, bringing Aella up to 8 HP.

Both guards step forward and press the attack, taking swipes at Aella.

Club Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Sword Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 5


The Dalsine Affair Slides

Both attacks miss, with the sword slicing uncomfortably close before Aella barely dodges it.

Blackerly moves over towards Than, but keeps his distance. He readies his sword to attack anyone who approaches him.

"We've got a caster, Mathias. Hit him hard while my boys take down the girl!"

Elaine, Dav, you're up!

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