GM AbyssDancer's 'Ire of the Storm'

Game Master AbyssDancer

Drawn by tales of long-lost temples and the abandoned riches of long-dead heretical cults, the PCs are not the first treasure-hunters, fortune-seekers, or troubled souls hoping for a fresh start at the frontier town of Pridon's Hearth. But dark threatening stormclouds are gathering beyond the horizon, for both the colonists and for the wider region. It is far from certain that this mixed group of heroes and chancers will survive to make their fortune, and in so doing shield the growing colony from raging tempests and hostile monsters. Dare they brave the Ire of the Storm?


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Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Chest Thumper has no desire to fall into the pit with the skeletal thing, but he is also out of his major spells. There is one more thing he can do, though.

He gathers a bit of the flame from his crackling blade in his other palm, squeezing once more then flinging his palm forward, throwing the resulting mote toward the skeleton's single eye.

It explodes in a small but intense flash, hopefully blinding the thing for a while.

Casting Flare. DC14 Fort Save or Dazzled for 1 minute.


Chest Thumper flare detonates adjacent to the cyclops skeleton as it rises from the pit - but without visible effect. Likewise, Iradyiel's slingshot merely bounces off its breastplate.

Round 3
The Last Keeper: rock-hurling again – loving this !
Iradyiel: sling - miss!
Vedic: ???
Aza: ???
CT: Flare!No effect...
Francis: waits...
Achahut: ???

DM data:

The Last Keeper = 5 + 11 + 9 + 9 = 34
Achahut = 7

Vedic and Aza to post. CT, one feature of the 'undead' trait is an immunity to any effect that requires a Fortitude save - including Flare...though I loved the description!

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Oops...and I just skimmed the Undead trait while writing up a creature. I thought they just used their Cha instead of Con as their modifier for Fort Saves.

I've lost track of the rounds, but isn't the pit effect fading, soon?


The pit ends on Vedic's turn, round 4


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

"W-we have to end this, f-fast..." Aza says, resorting to pulling out her lesser healing want to attempt to staunch Iradyiel's wounds more.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Vedic tossed a flask of fire.

Ranged Touch: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 2d4 ⇒ (2, 4) = 6


Aza’s timely restorative powers sooth Iradyiel’s wounds – he straightens again, bracing himself for the onslaught as the skeleton pulls itself out of the pit. Achahut, now off to one side of the pit, tries to strike the limbs of the skeleton trip, attempting to knock it back into the pit. She fails to trip it outright but succeeded at least in distracted its undead attention; as bony fingers slip on the pit edge, it slumps backward with a deafening crash of metal and bone, falling into the pit.

Vedic, I’m afraid there’s no way you can toss 40’ alchemist’s fire (ranged increment 10’) at the skeleton from the far end of the corridor through four party members crowded in a doorway, without risking serious (unintended?) consequences. If you want to rethink, please look at the map and post soon. You didn't post a round 2 action, and we're now on round 4...

Round 3
The Last Keeper: rock-hurling again – loving this !
Iradyiel: sling - miss!
Vedic: ???
Aza: CLW
CT: Flare! No effect...
Francis: waits...
Achahut: Trip attempt - yay!

Round 4
The Last Keeper: climb and slip!
Iradyiel: ???
Vedic: ???
Aza: ???
CT: ???
Francis: ???
Achahut: ???

gm rolls:

Achahut trip: 1d20 + 7 ⇒ (9) + 7 = 16
LK climb: 1d20 + 5 ⇒ (2) + 5 = 7
1-2 Ir 3-5 CT 6-9 Ach: 1d9 ⇒ 2
LK claw: 1d20 + 11 ⇒ (2) + 11 = 131d6 + 5 ⇒ (3) + 5 = 8

DM data:

The Last Keeper = 5 + 11 + 9 + 9 = 34
Achahut = 7

No AOO for the skele on Achahut’s trip, because he was busy climbing.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

addendum to last action, I'll move up to 15X before throwing

If last round's flask hit, the additional damage is: Bonus Fire Damage: 2d4 ⇒ (1, 2) = 3

Vedic pulls another flask of alchamist fire and throws it.

Ranged Touch, 3rd increment: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Fire Damage: 2d4 ⇒ (2, 2) = 4


it sounds like Vedic moved up closer ('X15'), will that be close enough for him to hand an alchemical fire to Iradyiel?


Sure!


Seeing Vedic near, Iradyiel calls to him, "Hey Master Vedic, I will throw one of those things." Reaching for the alchemical fire, Iradyiel tosses it at the skeleton.

move action: receives vial from Vedic, attack throws vial
Ranged Touch, 4th increment?: 1d20 + 2 ⇒ (14) + 2 = 16 for Fire Damage: 2d4 ⇒ (3, 2) = 5

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Chest Thumper could have thrown a dart at the giant skeleton, but he knew he wasn't going to be able to hit anything vital. There really wasn't anything vital left to hit. And he had no delusions that he could fling one hard enough to break bones that size.

Since he didn't want to get down in the pit with the thing, and Vedic's fire flasks were all gone, there was nothing to do but wait and get ready for when the pit disappeared.

Readying an action for when the pit spell expires.

Readied action:
Have Francis move in and attack.
Handle Animal plus Link: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15

Claw: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Move in and attack himself. 5' step, if possible. Regular move, if not.

Flame Blade Melee Touch: 1d20 + 4 ⇒ (8) + 4 = 12
Fire Damage: 1d8 + 2 ⇒ (3) + 2 = 5


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

They aren't gone. Vedic has 2 more in the bandoleer (it holds 6, but he only had 5)


Running forward towards the shrine at the end of the long corridor, the elven mage lobs a cannister of liquid fire into the pit, handing another off to Iradyiel who does the same. As Vedic steps back towards the rear of the group his extra-dimensional pit elapses: with a peculiar, eye-wrenching twist of space the surrounding floor straightens.

The shine is suddenly thrown into sharp illumination by the terrifying ascent of an enormous nine-foot tall heavy-set cyclops skeleton, decked in an ancient breastplate and helm and dripping alchemist’s fire from head to toe, gliding impassively upward into full view. Achahut, Chest Thumper and Francis leap forward with furious battle cries as the cyclops does the same and the rest of the Papaya Knights brace themselves - this is a battle the like of which tavern tales are told !

Fade to black…

Read my post on the discussion tab before posting here...

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