GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Welcome back : )


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Can't edit the map (writing protected file) but by the looks of it Rosaline can 5-foot step to the rightmost frost giant and give him a trashing.


The Man. The Myth. The Mask!

Poke?


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

I am fairly sure I *have poked* the giants quite enough for this round :P


The Man. The Myth. The Mask!

Ya ya. He's not dead, if anyone's wondering. Just REALLY angry. ;)


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

But this round Rosa stabbed one of the small ones :P


AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x
skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Lets see if maybe I managed to make him angrier. ;0)


AC 24, T 15, FF 24; hp 238/238; F +20, R +14, W +18 (+2 vs death effects, +8 vs mind-affecting, +2 vs emotion); CMD 26; Init +9; Perc +31, darkvision 120ft, all-around vision
Spells:
1st-level 8/8; 2nd-level 7/7; 3rd-level 7/7; 4th-level 6/6; 5th-level 6/6; 6th-level 3/3

Sorry. My moods haven't been good at all lately. I'll do something now.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

I'm sorry to hear that. While a long shot - is there anything we can do to improve your situation : )?

As a start here is a link to a Weird Al video :P


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

As an intermediate action upon discovering an attack roll of 19 vs one of her allies (herself - since you are your own ally!) Rosaline activates divine interference and sacrifices a 1st level spell. The poor giant must then reroll his nice attack roll with another -1 penalty.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:
Divine Interference wrote:

You can convert a spell to interfere with an enemy’s attack.

Prerequisites: Divine spellcaster, caster level 10th.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

^- for ease of reference.

Now, this might not be the wisest move, as Rosaline will probably provoke an AoO if she tries to get closer which she could have avoided with the swift-action spell Grace so she will probably trade 1-for-1 on the attacks. But hopefully the other rolls aren't crits. And this way she can soak up AoO's for the rest of the team. And spite the giant (and a little on poor Choon and his dice :P).


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Oh and while I'm already triple posting I might as just make it four and ask:

@Choon - Rosaline has some intermediate actions (this being the most impactful) that can't really be triggered until after your post (proper trigger would probably be between the attack roll and the confirmation/damage roll but that is way too chunky for a pbp in my opinion) so I hope you are okay with this style of interruption?

Or would you like me to handle it in some other way just say it : )


The Man. The Myth. The Mask!

No, this way is great. I'll edit the action in the next post as necessary. :)


The Man. The Myth. The Mask!

If you could not edit the map before, I believe you can now.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

How are we looking health-wise?

Rosaline will need to refresh her Eaglesoul after this battle which will leave only 2 castings of 6th spells left. She has also spent most her 1st level spells to fuel her rage already.

But other then that she has a decent chunk of mid-level spells left so she should be able to heal herself up as well as someone else if they are injured!


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

All right, Rosa only has one 3rd level slot left and since that level contains some nifty utility spells she will now start offering Cure Serious Wounds + Cure Moderate Wounds : )

I *think* the loud tree is the only other one with serious injuries so I'll roll some healing for him here!

Cure Critical: 4d8 + 15 ⇒ (8, 1, 2, 6) + 15 = 32

Which puts him at 123

Cure Critical: 4d8 + 15 ⇒ (4, 4, 3, 4) + 15 = 30

Which puts him at 153 out of 156. In an effort to conserve some spell slots Rosaline will not smack him with another healing spell at the moment :P


Hey gang, I'm going to bow out of this game.

My apologies for the inconvenience.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

*Sad trombone sound*

Okay, it was fun to have you while we had you. See ya around! : )


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

@Statues - This is where some ranks in Craft:Sculpture or Know:Engineering probably would have helped.

Thinking of expending another precious high-level slot for Mass Cure Wounds to smack them around a bit, but if they actually have respectable pools of hp that probably won't do much good :P


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

I'm thinking holding the small statues might save oneself from damage?

Or it might be that *they* are the true source of negative energy and the big ones are merely a protective shell! (It could be inspired by those russian nesting dolls?)

In the interest of trying things out Rosaline will smack herself, our sneaky elf (assuming he doesn't mess up the targeting too much), one of the small statues and then direct the rest of the strikes at the big ones!


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Even with a -8 str Rosaline can probably carry either Toska or Asselus. Probably better if she grabs the elf though seeing as he is probably lighter and there might be more str sapping going on!


The Man. The Myth. The Mask!

I have a proposition.
Both my Witchwar games have suffered casualties. Literally in one (RIP thestrongangel). Both games are down to a less than optimal number of active participants. How would youall feel if we merged games to make a viable party out of the two suffering groups?


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

party smoosh go!


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

seems like a plan!


The Man. The Myth. The Mask!

Ok. Lets get this party started (again). I think I'll move them over here as I might have a slight complex about ordinals and there being no "first" before a "second". Intro sequence coming in soon.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Roger that!

Also - greetings "new" people !


F Human Kinetecist (pyrokineticist) 17

H'lo all. Looking forward to playing with everyone. Hopefully we can kick this dungeon's butt. :)


Greetings and felicitations!


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Sorry guys! I've had no internet at home for the last week, or the next week. It's made keeping up with my games a bit more challenging than usual.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:
Charlotte Adellan wrote:
I've had no internet at home for the last week, or the next week.

*shudders in horror*

:P

Nice to hear (read?) from you anyhow : )


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

I'm back! Internet finally installed, etc. Now let's see if I can actually touch the undead.


welcome back!
-The Internet


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

What above said . )

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

With the DNC and a few people off work, this is likely to be a long week for me. I still plan to try to update every day (probably starting tomorrow), but if I miss a day, that's why.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

All right! So we got some loot!

Loot wrote:

drums of panic

necklace of hollow gold beads worth 2,000 gp
decanter and six goblets carved from rose quartz (5,500 gp for the set)
chalcedony seal depicting a pair of antlers over crossed arrows worth 1,165 gp
three fire opals worth 1,000 gp each
a number of pieces of finely crafted, antique Irrisen pottery worth a total of 4,500 gp.
4,700 gp in assorted coinage and gems
+1 improved shadow chain shirt
+2 rapier
belt of dwarvenkind
portable hole
ring of counterspells (currently empty)
ring of invisibility
frozen potion of cure serious wounds
shatterspike falchion?

Given that we are currently in a one-shot I'm not sure if the monetary value of the loot matters much (except to keep tally so we can see how much we managed to haul :D) so I suggest we go by a 'Oh hey I could use that/woah an upgrade!' system.

So!

Anyone need anything?

The way I see it is that the potion should probably be thawed and kept by one of the sneaky types; if we screw up they could potentially use it to get someone with real healing magic up on their feet!

A ring of counterspells is really interesting and cool. A bit hard to use though? I guess we could simply plop down the biggest piece of ice magic it will fit and then call it even ...

I would however suggest we put 'Flesh to Stone' in it just to be sure. *Something* petrified that ogre - it could be the devil. It could also be something still running around waiting to stone us and that can be a tad bit more annoying then mere cold damage.

The portable hole is always a handy piece of shenanigans waiting to happen - I'm sure we figure something nice out : )

The ring of invisibility is also a really nice piece of shiny. Anyone want that to compliment their stealth or something?


I don't need any of the stuff there but would take my cut of the gold (naturally). I wouldn't mind the portable hole but that's about all I would be interested in.


F Human Kinetecist (pyrokineticist) 17

I could use the ring of counterspells if no one else wants it. Flesh to stone certainly seems like a reasonable spell to put in it if we have access to it.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Charlotte will take the historical items/silverware, if nobody else wants it.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

On the bright side; a very good save roll (keep that up^^!)

On the not so bright side; the attack rolls were ... *uhm* ...
_______________________

On another topic; you whom haven't weighted in on the loot-thingy - are you interested in any of it : )?


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Haha sorry guys, I forgot what I'm actually good at and had to re-look up the mechanics.

Shadow spam!


The Man. The Myth. The Mask!

We are nearing the end. :)


F Human Kinetecist (pyrokineticist) 17

My posting may be a bit spotty through the rest of August -- just have a crazy schedule. That said, I'm still hoping/expecting I'll have time to update daily/as needed.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

So... I just tried something pretty crazy. Feel free to throw a wrench in that plan. Otherwise:

In naga form, Charlotte can teleport with up to 400 lbs of objects. If this means she can grab the statue and take it with her, that's what she'd prefer to do, but if the statue is clearly bolted down, she'll try to grab the crown and teleport instead.

*If* the plan goes well, this gets the crown far away from the big bad evil witch, so that we don't need to worry about her grabbing it as she flees.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Just to be pesky Rosaline would like to use an intermediate action Divine Interference on that Bull Rush attempt. No-one is (hopefully!) pushing anyone around but Rosaline!

Divine Interference wrote:
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

Now watch as that keeps Rosaline in the room only to roll a 1 on the fort save :P

(Sacrificing a first level spell for a -1 on the reroll!)


The Man. The Myth. The Mask!

reroll: 1d20 + 19 - 1 ⇒ (19) + 19 - 1 = 37

Still got ya. :)


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Damn! I should have spent a second level spell instead :P

But at the very least I used up *two* of your good rolls^^


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

But I noticed another flaw in the witch plan!

Dimensional Lock wrote:

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

I assume the writers of the module did account for that somehow and this is a special Dimensional Lock, but I'd just like to poke at it :P


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

I assume it's also some sort of trap (it's not in my by-line, whoops, but Charlotte auto-detects all fresh spellcasting, as it occurs, within 60' of her)

And yeah if it's a regular-sized dimensional lock, that fly 90' is kinda useful. Although, Traps!


The Man. The Myth. The Mask!

The lock is not a fresh effect. The witch didn't cast it.


My plan is to walk next to her and put her inside a prismatic sphere with me, then to bull rush her through the sphere.

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