GM DSP presents Crown's Reach! (Inactive)

Game Master Darksmokepuncher

The Imperial Dragoons must endeavor to protect the realm of Pollexia for all enemies: both foreign and domestic.


2,351 to 2,400 of 2,541 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>
Shadow Lodge

The captain side-steps Owen's attack and prepares to counter.

Armen:

Your spell doesn't seem to affect them!


Male Elf Monk 2/Ninja 4

Shinami multiplies and then fades from view.

Shadow Clone 1d4 + 1 ⇒ (3) + 1 = 4
Then Vanish

He then meanders on over to the one that looks like he's Patrick.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Cecil cast's haste targeting :Owen, Shinami, Brynn, Ossled, Armen

Haste:

School: transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Shadow Lodge

What type of action is shadow clone?


M Human Level 6 Cavalier (Houndmaster)

DOH! Not my intention. I thought that they had come back to the rest of the party. Re-read and realized that only Shinami did. Totally misunderstood that.

Shadow Lodge

It's ok. Mistakes can turn into fun times! Besides, the action was dragging a bit and now it's not! :P


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Cecil Von Spirito wrote:

Cecil cast's haste targeting :Owen, Shinami, Brynn, Ossled, Armen

** spoiler omitted **

forgot my level. Add whichever hound is bigger to that list.


Male Elf Monk 2/Ninja 4
GM DSP wrote:
What type of action is shadow clone?

Shadow clone is standard, Vanish is swift

Shadow Lodge

Excellent. Good call. Waiting on Brynn.


Female (for now) Human 6 Barbarian

With a 40' movement speed, can I charge the commander? If not, then one of the others?

Brynn quickly reacts to the call-to-arms and throws herself at a guard.

Crunch:
While running into room, perception to get a headcount and tactical overview:
1d20 + 10 ⇒ (1) + 10 = 11

Full-round: charge commander (if available, if not, closest guard) while drawing greatsword

Atk: 1d20 + 17 ⇒ (7) + 17 = 24 for Dmg: 2d6 + 17 ⇒ (5, 2) + 17 = 24


Female (for now) Human 6 Barbarian

Forgot movement speed was at 70' with haste, so I'll charge the commander for sure :)

Shadow Lodge

Brynn flies across the room in a blur and opens a massive wound on her target.

Staring down in horror at this wound, the command shouts:

"Fall back! Sound the Alarm! Wake them!"

She strokes a thin, bone ring on her finger and....

BOOM!

10d6 + 10 ⇒ (5, 6, 3, 2, 6, 2, 1, 3, 3, 1) + 10 = 42

Brynn, Owen, and Shinami: Make reflex saves please.

The guard called Patrick dives through a door way, 2 others are reduced to ash, leaving a crispy looking commander and the bowman who is now wielding a brace of swords.


Eidolon

Ref 1d20 + 7 ⇒ (4) + 7 = 11

Owen goes poof and is swallowed by the ether his consciousness returning to its home plane.


Male Elf Monk 2/Ninja 4

1d20 + 12 ⇒ (10) + 12 = 22 Shinami attempts to dodge the fiery explosion of molten hot doom.


Female (for now) Human 6 Barbarian

Reflex 1d20 + 6 ⇒ (2) + 6 = 8 (+3 if Spell, SLA, or Supernatural)

Shadow Lodge

Owen vanishes in a wreath of fire.

Shinami is a ninja. Ninjas don't get hurt by fire apparently.

Brynn (even with a +3) burns for 42 fire damage.

[ooc]Dragoons! Wreak havok!


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

"Son of a...!"

If Cecil can see the spot around the doorway where the man dove he will cast Create Pit to try and engulf the area where the man presumably is.

DC =16
The pit is 10X10 and 60' deep

Create Pit:

School conjuration (creation); Level sorcerer/wizard 2, summoner 2

Casting Time 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels

Duration 1 round + 1 round/level

Saving Throw Reflex negates; Spell Resistance no

You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

"This woman is a fanatic! She murders her own soldiers! No quarter! Spare the rest!"

Armen grits his theeth and draws his sword, charging the woman.

attack: 1d20 + 11 ⇒ (15) + 11 = 26+2 from charging
damage: 1d8 + 3 ⇒ (8) + 3 = 11


male 1/2 Elf Sage Sor/Wiz 2 Gestalt
Armen Corrick wrote:

"This woman is a fanatic! She murders her own soldiers! No quarter! Spare the rest!"

Armen grits his theeth and draws his sword, charging the woman.

attack: 1d20+11+2 from charging
damage: 1d8+3

I think she just exploded.

Shadow Lodge

Sorry Cecil. You'd need line of sight and to get it, you'd have to move 40 feet. You can cast it next round if you choose to move.

Armen charges in and beheads the charcoaled woman.

1 guard still standing, 1 fleeing.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

She was dead? d'oh.


Female (for now) Human 6 Barbarian

With a 70' movement, I assume I can catch up to the one fleeing?

With a bit of help from magical haste, Brynn catches up to the fleeing soldier and slashes at him.

Crunch:
Atk: 1d20 + 15 ⇒ (17) + 15 = 32 for Dmg: 2d6 + 17 ⇒ (3, 6) + 17 = 26

Shadow Lodge

She was not dead. Sorry, I jsut meant she was burnenated.

Brynn catches Patrick and opens a serious wound on his back.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Cecil has boots of striding and springing, so his movement is 40' exactly. He'll move than cast the pit spell.


M Human Level 6 Cavalier (Houndmaster)

Still chiding himself for setting this awful scene into motion with his thoughtlessness, Osslend looks around for how best to help.

Shadow Lodge

A bit opens under the now wounded Patrick. Despereate, he dives for the door!

1d20 + 6 ⇒ (8) + 6 = 14

He falls! 3d6 ⇒ (1, 3, 4) = 8 Spell says its a max. of 30' deep.

He hits the bottom with a thud.

We now have a wounded Patrick in a hole, and a lone guardsmen previously practicing his archery.

Osslend and Kayla have actions left.

Brom looses an arrow at the guardsman.

1d20 + 8 ⇒ (19) + 8 = 27 for 1d8 + 2 ⇒ (3) + 2 = 5

The shot is well aimed. It sails for the mans throat, but at the last second, is deflected by an unseen force.


Female Aasimar Cleric / 1

ranged touch attack 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d6 + 3 ⇒ (5) + 3 = 8

Kayla sends off a firebolt towards the lone guardsman.

Shadow Lodge

The sstreak of fire stops short of the guardsman as it strikes a hard surface invisible to the eye.

"Hmph!"


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Whose turn is it?


M Human Level 6 Cavalier (Houndmaster)

Seeing the last guard, Osslend swings at the man, turning his mace as much as possible to blunt the blow. Virgil joins his master, but Raleigh stays back, watching the field.

Non-lethal

crunch:

If I don't need to move, 3 attacks (haste). If I have to move to get to him, just use the first and third.:
Attack:1d20 + 12 ⇒ (9) + 12 = 21
Dmg:1d8 + 6 ⇒ (8) + 6 = 14
Attack:1d20 + 7 ⇒ (18) + 7 = 25
Dmg:1d8 + 6 ⇒ (3) + 6 = 9
(haste)Attack:1d20 + 12 ⇒ (8) + 12 = 20
Dmg:1d8 + 6 ⇒ (6) + 6 = 12

Virgil:
Attack:1d20 + 8 ⇒ (12) + 8 = 20
Dmg:1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Trip attempt:1d20 + 6 ⇒ (5) + 6 = 11


Male Elf Monk 2/Ninja 4

Shinami rushes in and reaches to grapple the last soldier.

Crunch:

Grapple Maneuver Master Grapple 1d20 + 11 ⇒ (5) + 11 = 16

Grapple Maneuver Master Grapple 1d20 + 11 ⇒ (18) + 11 = 29

If first grapple hits, 2nd maintains and sneak attack non-lethal 2d6 ⇒ (2, 5) = 7

Shadow Lodge

Osslend rushes in with Virgil on his heels and crushes them man to within an inch of passing out. Virgil bites the man as Shinami wraps in up in a joint lock. The ninja pops the man's should out of its socket and he passes out from the pain.

All visable enemies are dead, incapacitated, or in a pit. What do you do now?


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Going over to the pit and peering in Cecil says

"Can someone do something with him please?'

Is he conscious?

Shadow Lodge

He is


Male Elf Monk 2/Ninja 4

Shinami slaps him gently. "Hey, are you coherent? What's going on here?"

Shadow Lodge

Patrick, grimacing in pain, spits up at Shinami; He remains silent.


Male Elf Monk 2/Ninja 4

Shinami looks to the others. "Do you guys have any ideas?"


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

Armen walks over to Shinami's prisoner, and spins his sword in a whistling arc over his head, before burying it inches from the prisoner's neck

Intimidate Check1d20 + 12 ⇒ (18) + 12 = 30

"Talk or die."


Female Aasimar Cleric / 1

Kayla retrieves her clw wand from her bag and taps Brynn a few times while she asks the soldier: "Do you know where the litch is?

clw wand 5d8 + 5 ⇒ (1, 5, 1, 1, 7) + 5 = 20
I'll do it 5 times unless something interupts us in the time it would take to do it. I wasn't going to use so many charges, but then I didn't expect to roll so poorly. Stupid 1s...

Shadow Lodge

Patrick looks up at Armen in fearful defiance.

"I do not want to die sir, but I will not betray my country."

When Kayla mentions the litch:

"You seek the Grand Necromancer? He is below."

Patrick smiles.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

Armen leans in close to the prisoner.

"You serve at the whim of a monster that enslaves men against their will, and commanders who sacrifice the men they lead for no gain. Your country cannot survive such leaders. Tell me where the Grand Necromancer's laboratory is, and you will survive to see your country in better hands."

Do i need another intimidate roll?


Male Elf Monk 2/Ninja 4
Kayla Adrianas wrote:

clw wand 5d8+5

I'll do it 5 times unless something interupts us in the time it would take to do it. I wasn't going to use so many charges, but then I didn't expect to roll so poorly. Stupid 1s...

Kayla, is that wand a 1d8 + 1, or +5?


Female Aasimar Cleric / 1

'uhm, I guess the wand is whatever the dm says it is? I just thought +1 was the defaut?


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

Lowest caster level for the spell. 1d8+1 is correct. If she cast it it would be 1d5+5


Male Elf Monk 2/Ninja 4

BTW, that was Brynn who asked. He was too lazy to log into his own account. I don't know jumbaco about wands.

Shadow Lodge

"The Necromancer is below: down the great stair. He waits for you."


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

"Oh good, we have an appointment." Cecil jests because it's better than being scared.


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

"Dare we keep him waiting?" Armen snarls.

"Bind him and leave him. Let him hope that the gods have the mercy his leaders lack."

He sheathes his sword, and leans down to the man's ear.

"The same gods who gave you a will of your own... which you use to bow to tyrants and cowards. Hope we are victorious; cowards fear failure most, and punish it most harshly."

He walks away from the man as quickly as possible.


male 1/2 Elf Sage Sor/Wiz 2 Gestalt

"We also have one in the hole." Cecil motions


Male Halfling Bard 1 / Rogue 1 (Carnivalist)

"Let's see how helpful he is feeling, shall we?"

Armen moves to the edge of the pit and peers at the other prisoner.

climb check to move down?

2,351 to 2,400 of 2,541 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM DSP presents Crown's Reach! All Messageboards

Want to post a reply? Sign in.