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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Everyone is 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

Erlad loads a blunt bolt into his crossbow and fires at the skeleton Bez just bizarrely disarmed, but his shot whizzes past a good six inches from his foes head.

Bez takes a defensive stance waving the scimitar back and forth, while also multitasking by trying to eat it.

Bez total defence AC 21.

Crossbow: 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6


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

Firmly on his feet Og attacks the skeleton that clawed him.

Falchion: 1d20 + 6 ⇒ (17) + 6 = 232d4 + 6 ⇒ (4, 1) + 6 = 11


The bones easily crack apart, plopping into the water, some afloat like flotsam.

Hem, Med, Will, bloody


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

The concentration is visible on Medghar's face as power gathers around him, causing the waters closest to him to steam. Finally he opens his eyes, saying with a strained voice, "Come. Do battle."

In the waters before him, a glowing gateway forms. From within a glowing dolphin swims into the shallows. Choosing to have the angelic variant, given I can pick.

<Hah, it worked!> "Go forth, my aquatic friend, and show these bones why they are out of their depth by being within yours!"

Commanding the creature to aid Herm once she gets an attack... and yes, it is a she, ;)


Shouting "Ek-ek-ek-eeeeek!" the celestial dolphin cartwheels through the water effortlessly, submerging briefly in the deep before spinning into the air delivering a smite against the unholy dead...

Smite Evil: 1d20 + 5 ⇒ (9) + 5 = 14

...but the eternally grinning bones duck just in time to avoid the positive energy assisted dolphin slam.

Assuming you didn't figuratively mean aid another there


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

Actually I did, as in the "come to the assistance" meaning, not the technical "aid other" meaning.


right, you did figuratively mean it, rather ;P


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' eyes grow wide with fear as the skeleton approaches, but he calms a bit as the creature misses him. He swings his club at the skeleton in front of him, but misses by a mile!

Attack Yellow Skeleton: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6,damage: 1d6 + 3 ⇒ (5) + 3 = 8


Will and the bloody skeletons up, although one sank to the bottom of the pit...


Quote:
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 :)

Ill go ahead and take his actions to keep things moving I suppose

William sends a blast of energy at the skeleton assaulting Hem and the dolphin...

DisUnd: 1d20 + 2 - 4 - 4 ⇒ (11) + 2 - 4 - 4 = 5

...but it deflects of the skeletons broken armor. Frustrated he sends his commanded bloody skelton past Og to engage the others.

AoO blue claw: 1d20 + 2 ⇒ (19) + 2 = 21
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3 slashing vs DR 5/B

The bloody skeleton, eyes afire with William's dark magic, slashes back...

Bloody: 1d20 + 2 ⇒ (12) + 2 = 14 ...and misses.


Whew...now for the skeletons...

Yellow attacks Hem: 1d20 + 0 ⇒ (7) + 0 = 7
Blue claws Bez: 1d20 + 2 ⇒ (17) + 2 = 19
Blue claws Bez: 1d20 + 2 ⇒ (3) + 2 = 5
Purple claws Bloody: 1d20 + 2 ⇒ (6) + 2 = 8
Purple claws Bloody: 1d20 + 2 ⇒ (10) + 2 = 12

One claw strikes true against Erald's trusty goat, he shant be gathering any coffee beans this morning!

Dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Everyone is up


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 slashes at the skeleton attacking the goat, dispatching it soundly.

Falchion:: 1d20 + 6 ⇒ (14) + 6 = 202d4 + 6 ⇒ (3, 4) + 6 = 13


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

Bez was, and is, full defensive so AC 21.

Miraculously Bez manages to parry the skeletons blow with a lucky shake of the scimitar grapsed in his mouth.

Erald casts a spell and hurls a bolt of positive energy over Bez's head at the skeleton menacing his familiar. The goat maintains his defensive stance.

Disrupt Undead: 1d20 + 3 + 1 - 2 ⇒ (13) + 3 + 1 - 2 = 15 Damage: 1d6 ⇒ 3


Thanks for the reminder, trusty goat indeed...he should probably keep that scimitar forever btw

Hem, Medghar, Will

Dark Archive

male

William growls and fires a ray of disrupting energy once more at the skelletons.
attack: 1d20 + 2 ⇒ (11) + 2 = 13
dmg: 1d6 ⇒ 5


The blast bounces off the skeletons helmet, veering down into the water. Ordering undead minions to hear your call and obey?


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 takes square aim at the orange skeleton. "My my, how convenient. Have a party favor!"

The gnome fires off a pyrotechnic in the shape of a miniature undead dragon that connects with the skeleton and explodes in flames.

Snapdragon Fireworks: 1d4 ⇒ 4 (Five foot square around orange takes fire damage, and if they aren't immune to being dazzled they will need to make a Reflex save to prevent that effect for a round... I get two more shots with this, as long as I use them this combat.)

"Light up my night! Get them, Floppy!" Ordering Summoned creature to attack nearest skel, probably yellow.


Medghar's shot is enough to vaporize the bones inside out. Meanwhile, the dolphin has other plans taking a loyal swing at another foe...

Dolphin Slam: 1d20 + 3 ⇒ (17) + 3 = 20
Slam Dmg: 1d4 + 1 ⇒ (3) + 1 = 4

...and the skeleton collapses in front of Hemiantus before the dolphin winks out of existence!


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

Well if we do carry on he would be getting arms eventually...


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 desperately clubs at the skeleton next to Og, and finally connects with a solid blow. Club attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17,damage: 1d6 + 3 ⇒ (6) + 3 = 9


Combat Over

The last skeleton above water is down, and the slow sound of dripping recurs. Glancing into the darkness at the bottom of the pit, you see the vague shapes of a few others standing on the bottom, unable to swim they could very well stay there for 100 years.

The wheel on the far wall stands solid, its mechanism unknown. It resembles those found near castle gauntlets however, that lower and lift heavy gates.


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 puts the club back in the loop on his belt and walks over to retrieve his curved blade. With a single, practiced motion he replaces it back into its sheathe. He then walks over to the rest of the group.

<<Is anyone hurt? I still have healing magic.>>


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

One of the skeletons raked me down my side and I was not totally healed from the frog bite. Og is down 9


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 moves over to the edge of the pit and begins shooting down disrupt undead spells until the skeletons down below are dispatched.

Reading the under water combat rules that seems to work provided they are within 30ft.


Works for me, one down there was Will's. Probably not an easy way to get it out anyways


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

I'll leave that one for Will then, don't want to stray any where near PVP.


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 moves over to Og and lays his hand upon him, chanting short words in Infernal to draw on the powers of Hell to knit together the half-orc's wounds.

Cast infernal healing


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 thanks Hem and then asks So, do we turn this wheel now? I'm better we will need to but am fine waiting till we find something that needs opening.


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

"Well only one route we have not taken, let's try that north west passage. It is hard to resist turning, but we should probably get an idea of what it might do first just in case... Don't want to walk down that other passage and find we opened the flesh eating magic proof monster room."


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 Og's wounds slowly closes he agrees. Yes, this is the best course.


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

Ugh, I hate not being able to take the lead, stupid Str dramage!

"Good enough for me, lead the way then Og!" Erald says ushering the group towards the unexplored path, grinning at Bezoar's newly acquired blade.

<And so it begins The Legend of the Swordsgoat!>

Hope its okay replaced William's remaining Bloody Skeleton with a pic, I am easily confused so I would rather differentiate it a bit more from the baddies.


Og mentioned the fountain there cures ability damage, and thanks for the pawn.

The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.


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 carefully takes a look at the burial niches to see if anything has been left behind. Taking 10 on Perception.

-Posted with Wayfinder


You see a few skeletons in the first few niches that resemble (in clothing) those found outside under the fallen horse. All of you also can now physically sense the presence of powerful negative energy, the walls themselves seem awash with dark magic.

Zombie Stand: 1d20 + 0 ⇒ (15) + 0 = 15

Perception
Erald: 1d20 + 5 ⇒ (10) + 5 = 15
Hemiantus: 1d20 + 9 ⇒ (18) + 9 = 27
Medghar: 1d20 + 3 ⇒ (13) + 3 = 16
Og: 1d20 + 4 ⇒ (4) + 4 = 8
William: 1d20 + 2 ⇒ (14) + 2 = 16

All but Og hear some odd shuffling of feet nearby, and maybe just the tippy tops of hairy humanoid heads beyond the burial chambers...could be 4 of them.


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

<<I don't like the looks of those.>>

Holding out his sword before him defensively, Hemiantus calls out. "Hello? Who is there?"


You hear a low "Uunnngngn... *gargle*" and from around the corner skulking slowly forward is what must've once been human, transformed by hundred of small boils over its flesh, some reaching the size of muskmelons.

Initiative:::::
Zombies (4): 1d20 + 0 ⇒ (10) + 0 = 10
Erald: 1d20 + 2 ⇒ (13) + 2 = 15
Hemiantus: 1d20 + 6 ⇒ (3) + 6 = 9
Medgar: 1d20 + 1 ⇒ (18) + 1 = 19
Og: 1d20 + 2 ⇒ (6) + 2 = 8
William: 1d20 + 2 ⇒ (18) + 2 = 20


Order:::::
Erald/Medghar/Will
Zombies
Og/Hem


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

Are we out of water, finally?

Previously...

Medghar releases the remaining two fireworks at the wheel, detonating them right before they would do damage to it. Whistling a jaunty victory tune he sets off after the others as they journey back.

Now, assuming no longer swimming.

Medghar draws out his new and improved gun and begins to load it. "Finally, a chance to test this beauty that isn't marred by endless water sports."


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 back up behind Bez, who is once again enthusiastically swinging his new scimitar in his own defence, and manages to hit Medghar in the head with a ray of positive energy,

"Errr, I meant to do that, you looked a bit tired..."

Disrupt Undead: 1d20 + 2 + 1 - 2 ⇒ (1) + 2 + 1 - 2 = 2


Sensing the danger William moves up to get a look at the specimens, ordering his bloody prize forward in delight after unleashing a beam of solid god-tears.

Disrupt: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Dmg: 1d6 ⇒ 3

Bloody Minion: 1d20 + 2 ⇒ (4) + 2 = 6

The zombie seems to not care.

DC 15 religion:
These aren't normal zombies...they carry a plague. If you get bit by a zombie, or if one of their corpuscules bursts on you...you might become a zombie.

Also, since its getting cramped I will note, its possible to DC 10 climb over the recesses. There isn't enough space to stand on top, but you could probably slip to the other side.


oops, forgot an important part of that last night...

...and the zombies lurch forward. One of them manages to attack the bloody skeleton...

Z Slam: 1d20 + 4 ⇒ (12) + 4 = 16
Dmg: 1d6 + 4 ⇒ (3) + 4 = 7

...and it crashes to the ground!


Order:::::
Erald/Medghar/Will
Zombies
Og/Hem


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

Now fully engaged in this fight Og tries to recall what they might be up against.

Knowledge Religion: 1d20 + 6 ⇒ (12) + 6 = 18

<<Oh Crap. These aren't normal zombies...they carry a plague. If you get bit by a zombie, or if one of their corpuscules bursts on you...you might become a zombie.>>

Unable, and maybe unwilling to close on one of these creatures he fires a ray of positive energy at the one he has the best shot at.

Range Touch: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 131d6 ⇒ 2

If we fall back we should be able to face them one at a time. recommends as he moves back.


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

Can we tell from their movements if they have the "staggered" quality?

<<What, they turn you into zombies? Let's get out of this place.>>

The half-elf then fires a quick burst of positive energy at the nearest (red) zombie and backs out of the room.

ranged touch for disrupt undead - cover : 1d20 + 2 + 2 - 4 ⇒ (18) + 2 + 2 - 4 = 18,damage: 1d6 ⇒ 3


Yes, I suppose you can tell they are staggered as easy as you could tell a wounded ally was.

Both attacks pelt the undead creature with deep scorches, but it only continues to gaze upon you in some pointless fervor.

Order::::: (Round 2)
Erald/Medghar/Will
Zombies
Og/Hem


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

Preparing to cast burning hands at the two ahead of me once Will gets out of the cone.

<Will, kindly sidestep a bit unless you want me to dry you out from all that water we have been dealing with. Erald, well... I am sorry in advance about your goat friend, though if memory serves it should come back soon, right?> Meghar begins to channel energies into his gun, lining up a blast of flames to erupt from it like a red dragon's breath.


William withdraws back behind Og.


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 produces a wooden spear and hurls it at the zombie thing before him, while Bez continues to defend brandishing his scimitar.

Splintered Spear: 1d20 + 5 + 1 - 2 ⇒ (11) + 5 + 1 - 2 = 15 Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Piercing +1 ongoing Bleed damage if not immune.


Medghar, setting off spell now?

Also, all creatures of the undead type are immune to bleed. An errata made this the case. You have to go here to see it though. For some reason, most other SRD sites don't include it.

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