GM Infinity: Crypt of Everflame, Wizard Party [Completed!] (Inactive)

Game Master mishima

How many magic mouths does it take to win the game?


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Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Face in the water Og sends <<I am pretty hurt, but one frog down. Healing myself next round unless someone else heals me first.>>


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Erald not wishing to get too close to those tongues hurls a freely created wooden spear at the closest frog piercing it and bursting into dozens of splinters which chase its open wound to bleed.

Bez then surges forward through the water leaps up onto the nearest sarcophagi and butts the frog in the face killing the creature! With a satisfied, "Merrrrg!"

Splintered Spear: 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Bez Jump: 1d20 + 8 ⇒ (15) + 8 = 23
Bez Gore: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d4 + 1 ⇒ (4) + 1 = 5


The frogs look wounded and as disheartened as frogs can be, but with no definite future and no purpose (other than to prevail, somehow) they fight on.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Hemiantus steps forward and attacks the nearest (red) frog, his rat chirping in his familiar satchel. "Og, step back!"

elven sword: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15; Damage: 1d10 + 3 ⇒ (4) + 3 = 7


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Also I forgot to mention, I cast mage and heightened awareness when we stepped back into the tomb.


The blade tears into the sick rubbery flesh all too easy, the frog simply stays still as its muscles contract, the eyes seem to focus on something distant...

Let's see, think we are up to Medghar now. Let me give him another hour, he is usually on about this time


Medghar tries to rush forward, his weapon at the ready, but as he gets closer to the door, not only are William and Erald blocking any place to stand but the water gets prohibitively deeper. delay

The remaining frog out of the water sees a select piece of meat in Bezoar, not realizing the meat is only imaginary.

Snatch that Goat: 1d20 + 3 ⇒ (10) + 3 = 13

The tongue goes wild as the frog's body doesnt have the strength to control it anymore.

The other frog near Hem opens wide and prepares to stuff its mouth with Elf.

Elf Bites: 1d20 + 3 ⇒ (1) + 3 = 4 fumble lol, rolling online fumble deck
Muscle Tear: You take 1d4 str damage
1d4 ⇒ 4

The frog opens its mouth too wide, dislocating its jaw. It will never close its mouth properly ever again, and henceforth only dream of tasty Elf Bites.

Half-elf, even. All PCs up.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Bezoar attempts to butt the frog before him again, but it pulls back too far for him to reach without falling from his perch. Erald meanwhile raises his crossbow and sends a bolt thumping into the throat of the giant amphibian before Og.

<I hear frogs legs are good eating.>

Bez Gore: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Erald Crossbow: 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Crossbow Conf: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7

Dark Archive

male

William turns to his skeletal minions "WHY HAVEN"T YOU ATTACKED YET!!! KILL THE DAMNED THINGS!!" the anger in his voice was quite obvious, he then raises his crossbow and steps into the room, kneeling."I have to do everything" he grumbles to himself as he fires a bolt at the poor frog that dislocated its jaw.
attack: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 -4 is because of firing into melee
DMG: 1d8 ⇒ 7


Erald's bolt skewers the frog's left eyeball, knocking it back with surprising force...it won't get back up again, surely.

At William's command, the bloody skeletons lurch forward but the cramped conditions hinder their progress. The water in the room turns a bright red as their death sauce mixes with the flood.

They both had to double move to get in


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

As advertised Og casts his Inernal healing spell and his wounds begin to close up.


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Medghar approaches from down the hall and again seems too scared to enter the water. delay

The last frog tries to jump away...

Hop: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13

...but is hindered greatly by the water, and fails to realize it leaves itself open to attack...

Bez AoO: 1d20 + 4 ⇒ (17) + 4 = 21
Gore Dmg: 1d4 + 1 ⇒ (3) + 1 = 4

...jumping almost directly into Bezoar's rock hard, imaginary forehead.

Combat Over


There seems to be a nest at the opposite side of the chamber, if one were inclined to inspect...otherwise the door on the far side is water swollen, as before.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

<Sorry, I was distracted by all of this water. Are you ok Og?>

Percpetion: 1d20 + 3 ⇒ (14) + 3 = 17


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Hemiantus looks around as his rat familiar comes out of its satchel and takes a perch on his shoulder. <<Everybody okay? Og, did that spell do the trick for you, or do you need more healing?>>

The half-elf then walks over to the nest and helps Medghar search.

Autoassist Medghar for +2


There among the slimy stone and vegetation you spot a human body, clearly not one of the crypts normal occupants. In a small pouch you find 24 gp of the same coin as Roger on the lake. At about the same time you both notice a gold ring around his finger, set with a single aquamarine gemstone that radiates magic.

DC 20 Heal:
In this state of decay, the body must be around 3 months dead.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9

"Well, something tells me this man might be one of those bandits our hunter friend was looking for. Given he has the same coinage and all. Anyone have an idea of what this ring is for? I can tell it is magical, but not much beyond that."


DC 17 spellcraft to ID the ring


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Erald casts detect magic and squints at the ring, "Oh this is a ring of..."

Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28


Ring of Swimming, which, by the way, Medghar is doing right now inspecting the nest. ;)


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

"swimming, looks like you could use it Medghar!"


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

over the next few rounds Og's wound mostly closes. That was one nasty frog bite. I will live, but I still carry a wound. he explains. Down 4 hp Maybe that guy was one of the bandits. I still think that the bandits were responsible for stirring things up.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

"Hah, well it beats the alternative, and likely rules out drowning as this poor man's cause of death. Doesn't look visibly burned either, so I am out of ideas." Medghar rolls his eyes.


Regardless of the path you take (door or open hall), you see a strange blue fungus covering the walls, ceiling, and pillars of a small waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies.

DC 17 k(Nature):
Just as you suspected, electric fungus. As a byproduct of growth, this particular species builds up a capacitance capable of arcing discharge...

Water 1 foot deep in there, difficult terrain for Medghar, +2 acrobatics all.


GM Mystery Roll: 1d10 ⇒ 5


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

<Hold up everyone... That is Electric Fungus, it builds up a charge and can discharge it, must be what killed these critters. Maybe we could burn it away? But I do not know if that would trigger it?>

Knowledge Nature: 1d20 + 8 ⇒ (12) + 8 = 20


For sanity's sake, I suppose everyone can also make a raw wisdom check here


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Raw, unfiltered Gnomish Wisdom: 1d20 + 1 ⇒ (8) + 1 = 9 ... seems right...

"I am all for burning it! Of course, it might burn away yonder vermin's bodies as well... but hey, that will prevent us from having to deal with zombie vermin!"


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Wis Check: 1d20 - 2 ⇒ (8) - 2 = 6 +1 to what Medghar said, or -2.


Yes, to the both of you it sounds like a wonderful idea with no apparent dangers of any kind.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Knowledge nature: 1d20 + 6 ⇒ (17) + 6 = 23
With thAt roll does he have any idea how to harm it?


Og, you recall that this particular Azure Fungus is immune to both fire and electricity, but has a weakness to cold. You also know it only takes the smallest touch to set it off...


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I think I can handle this one. Everyone stay back. with so much water I am not sure how far this stuff could shock us. Standing well out of the room Og will use his Ray of Frost Orison to slowly but surely freeze and kill the fungus. The spell has a range of 30'. He will make sure all his allies are well behind him before trying this.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

"So we should be safe to pass now? Good job Og, lead on then!" Erald says cheerfully.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Medghar looks crestfallen. "But with all the ice, how can I burn it properly? It will take ages to thaw now, Og."


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og laughs good-naturedly. We are fine team Medghar, Fire and Ice


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Let our Powers combine! Fire, Ice, Wood, Undead, and um, Rat! We summon you Captain Golarion!


rofl Erald

The fungus visibly withers, and although not dead, it certainly seems neutralized for the time being. With some time and the right tools, you might be able to scrape it off the walls.

Assuming you are headed to the chamber south? Map up shortly

This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.

This one also 1 ft deep water, difficult terrain for smalls, and +2 acro checks for all


Og Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Og as you move out into the chamber, you fail to notice a sudden drop off in depth...it would seem a great pit is under you. Will, one of your minions similarly sinks instantly out of view. Luckily, Og remembers how to swim.

But just as he pops his head back out of the water...from around the room the water surface stirs and the familiar faces of undead skeletons rise.

Initiative:::::
6 skeletons: 1d20 + 2 ⇒ (7) + 2 = 9
Erald: 1d20 + 2 ⇒ (1) + 2 = 3
Hemiantus: 1d20 + 6 ⇒ (7) + 6 = 13
Medgar: 1d20 + 1 ⇒ (13) + 1 = 14
Og: 1d20 + 2 ⇒ (17) + 2 = 19
William: 1d20 + 2 ⇒ (20) + 2 = 22

Og, you'll need a DC 10 swim check to get back on solid ground.


Order:::::
Will/Og/Medg/Hem
Skeletons
Erald

Dark Archive

male

William orders his own bony allies attack, and fires a beam of disrupting energy past medgar and at the skeleton across the pool of water.touch attack: 1d20 + 2 ⇒ (9) + 2 = 11
DMG: 1d3 ⇒ 3

Life for me is going to be chaotic the next few weeks, I'll try to post when i can, otherwise just bot me if needed :)


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Before I roll, who as the ring of swimming...Does it make since the that the front guy would have it? Or maybe the short guy?


Thanks for the heads up. 16/12/14 acs, 4 hp

The positive blast sears into the ancient stone wall, ringing throughout the chamber.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

I probably have it given what is a +2 acro check for you is difficult terrain for me, and what is wadeable for you is mandatory swimming lessons for me. We never did officially clarify it though.

"Great, more undead... now with water hazards. What, did this foe want to make a aquatic team to challenge the gilmen in one of their sporting events?"

Medghar begins concentrate. <Keep them off me, bringing in suitable help.>

Casting Summon Monster I to bring in a poison frog or dolphin, whichever is more appropriate.


I would assume Medghar has the ring, but if you guys would rather just roll d2 for it

I'd say dolphin would be better in every way, i'll make a pawn. where do you want it?

edit: or just decide when castings done I guess


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Ok. Makes sense to me that Medghar would have the ring as well.

Swim: 1d20 + 4 ⇒ (6) + 4 = 10

Caught unaware Og almost sinks but manages by force of arms to pull himself back up onto the edge. [b]<<Watch out.>>]/b] he warns. [b]<<There are drop offs in the floor.>>]/b] He caughs and spits water as he realizes there there are also enemy rising out of the water. Unsure if that provoked or not.

Once out of the deep water Segang swings ineffectually at the closest skeleton.

Falchion: 1d20 + 6 ⇒ (5) + 6 = 112d4 + 6 ⇒ (1, 4) + 6 = 11


Og they're flat footed, so wouldn't matter even if provoked

Og Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Og, as you step back up onto the shallower ground, you notice an identical pit on the other side of a narrow path down in the murk...


Hem is up


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Sorry for the delay. Was sick in bed all of yesterday.

Hem drops his less effectual curved blade, then draws his club as he hops over the water and just past Og, striking at the closest skeleton with the bludgeon while his rat chitters away. Free action to drop elven blade, move action to draw club, free action to 5'–step; Going clubbing: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9,Damage: 1d6 + 3 ⇒ (6) + 3 = 9


The 2 skeletons near the far wall red and orange try to both move onto the narrow bridge, and gets pushed into the water with a loud *dunk!* sound, sinking out of sight instantly. Hemiantus' target retaliates with an old sword...

Yellow Atk: 1d20 + 0 ⇒ (8) + 0 = 8

...but the only thing Hem feels is a few drops of water.

Elsewhere Og is assaulted by bony, 2 fingered hands that have been filed into rods like an Estoc.

Green claw: 1d20 + 2 ⇒ (17) + 2 = 19
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Green claw: 1d20 + 2 ⇒ (12) + 2 = 14

The skeleton shows no emotion as it tears into the living. Another moves against Bezoar with a blade...

Blue attack: 1d20 + 0 ⇒ (1) + 0 = 1 lol...using fumble deck

Quote:

Hand it over

Your target gains possession of your weapon.

So, the skeleton attacks Bezoar, but fantastically the goat snatches the blade with its teeth. (scimtar)

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