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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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 did know that, but thought that since positive energy did not seem to be effecting them they might not be undead, but more like mutants or something still alive while warped.


Ah np, and positive energy is visibly doing the trick, they just seem to have more hp than other monsters thus far is all

Will unleash the burning hands in a few hours unless hear otherwise from Medghar, Bez is indeed in the line of fire


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

Indeed, flames incoming, just wanted Erald to be able to at least see the intent.

Seeing William sidestep out of the blast radius, Medghar takes aim. "Sorry in advance, little goat," he whispers to Bez as he unleashes the torrent of flames.

Burning Hands: 1d4 + 1d4 + 1d4 ⇒ (4) + (4) + (1) = 9 Flame damage, reflex save reduces to half.


Bez: 1d20 + 3 ⇒ (18) + 3 = 21 success, imp evasion = 0 dmg taken
Blue: 1d20 + 0 ⇒ (13) + 0 = 13 fail, dmg + on fire
Purple: 1d20 + 0 ⇒ (1) + 0 = 1 fail, dmg + on fire

Just as Medghars gun goes off, the goat turns with a surprised and sad look in its bizarre goat eyes, it recalls memories of happier times on the mountainside with Erald. It was a cold year so long ago on the hill, but they had each other, and plans for the future. Snapping out of it, Bezoar majestically backflips over the spell-augmented gunfire as the zombies catch on fire, one falling and exploding into a disease ridden mess...

Bez Fort: 1d20 + 3 ⇒ (1) + 3 = 4 vs DC 11 fail
Onset: 1d4 ⇒ 3

...proudly landing on its feet after dodging the fire, the goat looks back at Erald for approval, in that instant being covered with zombie puss.


The remaining zombies press in to attack...

Everyone 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

Zombie goat!


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 closes his mouth so that he doesn't accidentally swallow a piece of plague zombie. He hacks at the creature in front of him as best he can. Elven curved blade (slashing): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24,Damage: 1d10 + 3 ⇒ (9) + 3 = 12, Crit confirm: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7,Crit damage: 1d10 + 3 ⇒ (5) + 3 = 8


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

The half-elf then steps back to hide behind the corner of the wall. (5'-step.)


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

Totally missed that post of Medghar's, but I don't think I would have done, much different.

"Nice one Bez! Don't turn into a zombie now... I don't think you can, but not entirely sure..."


Usually you can't 5 ft step around corners, but since these burial recesses aren't real wall corners its ok.

Hemiantus' blade slashes the dead flesh cleanly apart, letting loose a wet toxic spray as it falls to the ground.

Make DC 11 fortitude save Hem, also Og needs to make one as well


Just to clarify, everyone but Hem is up now. The zombies used their turn to move. Since they have the staggered condition, they can do no more.


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 didn't step around a corner. That was a 5 foot step directly south.

Fort save: 1d20 + 3 ⇒ (4) + 3 = 7, oops

Dark Archive

male

are my skeleton dead? If so, Will will in fact channel energy to control the zombies, otherwise he will keep blasting them with disrupt undead. Posted from my phone, slow and painful.
William tries to look around and asses the situation.


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

Its "dead" but regenerating William. So I imagine you could take over the zombies, then we just disrupt undead the skeleton before it recovers.


Ah right, sorry wasn't remembering the original placement I guess

Hem, Onset: 1d4 ⇒ 2 days

Will, the skeleton fell, yes. It isn't regenerating from negative health though. Instead, it is simply dead until 1 hour passes, and its deathless ability activates. At that point it rises and normal fast healing kicks in and restores 1 hp per round. It also remains under your control. Option B: You can take control of another zombie, but as Erald mentioned you would lose control of the skeleton again and need to dispatch it

Dark Archive

male

okay, Will is going to just sit back and disrupt undead for now... when he has a line of sight...


Ok, you can delay your action until after Og, he might move up giving you a chance to creep out and blast just after. If you went before him though, you wouldn't suffer the -4 penalty for having a body between you and your ranged target...but of course that is assuming he will move out at all. ;)


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 whistles at the goat's agility, but it is cut off as he sees the pus hit it. "Zombie goat. Zombie GOAT!" Screaming almost incohearantly at the goat and the two zombies, Medghar panics and channels his final blast of burning hands out of the gun, not caring whether the soon to be zombified goat gets flamed or not.

Casting burning hands again, final prepared spell for the day. Should hit both zombies and the goat if I am looking at the map correctly, reflex saves for half damage (or none in the case of the goat it seems).

Burning Hands: 1d4 + 1d4 + 1d4 ⇒ (1) + (2) + (4) = 7


hehe, ok we can say Og and Will delay. The Zombies take burn damage and attack before Medghar's second heat wave

Yello: 1d6 ⇒ 2
Purple: 1d6 ⇒ 4

Yellow Slam: 1d20 + 0 ⇒ (3) + 0 = 3
Purple Slam: 1d20 + 0 ⇒ (18) + 0 = 18

But the goat's defenses foil the undeads' clumsy forces. Another wave of energy is unleashed at the speed of sound from Medghar's barrel...

Bez: 1d20 + 3 ⇒ (1) + 3 = 4 Bez takes 2 fire damage, and his imaginary hair catches fire
Y: 1d20 ⇒ 4 takes full
P: 1d20 ⇒ 20 takes half

The zombie in the back has its head torn free from the blast's shock wave, rendering it wholly inert.


One left, sitting at 6/12 hp. 12/10/12 acs


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 tries to take down the last one but his aim is off. Not wanting to change his type to undead he retreats.

Range Touch: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 2


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

"Hang in there Bez!" Erald calls, his anxiety helping his ray of posiitve energy on its way into the ceiling.

The stink of burnt goat hair fills the air as a half cooked Bez glowers back at Medghar looking torn between butting him in the face or continuing on the defensive, but with a snort he turns back to blocking the zombie.

Ranged Touch: 1d20 + 3 + 1 - 2 ⇒ (3) + 3 + 1 - 2 = 5

Dark Archive

male

Letting of past, Will moves into a good position to fire a day of crackling energy using move to enter room, but can't alter from my phone.
atk: 1d20 + 2 ⇒ (10) + 2 = 12
dmg: 1d6 ⇒ 3


William's blast sears through the zombie, leaving a nice hole, but it still stands.


Z burn: 1d6 ⇒ 3

...until it finally succombs to being on fire, collapsing.

Medghar, need fort DC 11 save

Combat over, very nearly the end of module here.


Searching the room and taking a look at some of the lesser burnt corpses, they seem to be wearing the same style of clothing as Roger the Swift. This line of thought seems to be corroborated by the pile of backpacks in the southeast corner. There you find a map of the of the area indicating the location of the crypt, 13 gp of the same coin, and even a notice of employment simply stating to meet at "the Ranger's Lament". The handbill does not mention a time, date, or who the employer might be.

DC 25 k(Local):
That's a popular bar in Tamran, the capital.

You also find a potion. DC 18 spellcraft+DM, or DC 18 perception, cure moderate wounds


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

"Hmmm, another healing potion, I mean I get that they are useful, but honestly show a little whimsy people," Erald says inspecting the potion.

"The Ranger's Lament" hey? Hmmm."

Knowledge Local: 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22


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

Fort Save?: 1d20 + 1 ⇒ (11) + 1 = 12 Whew... zombie pyro gnome might not be as fun.

Medghar calms down a bit. "Sorry about Bez, Erald... hopefully the zombiatus doesn't affect it. Did anyone else get splashed?"


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

"Him not it, and, well, I understand your reasoning, but I am not thrilled by it - seems a poor way to repay someone putting their body between you and harm. As for Bez, well don't leave anything lying around you don't want eaten for a while..."

Dark Archive

male

William shakes his head. It's not likely that you would have become a zombie from these... hunks of useless meat... in fact, I might have become one just by getting near them... me and my poor health, only the irony of it makes me not care.


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 coughs up some bile and spits it out on the ground, doubling over.

"I think I caught something from the zombies. Bring me an old priest and a young priest!"

Knowledge (local): 1d20 + 9 ⇒ (13) + 9 = 22

Dark Archive

male

William jumps away from the sick mage. Don't spit that at me! Did I not just say I get sick easier than you?!


Though your character may only suspect, the disease is none other than Zombie Rot. This is the perhaps familiar movie scene of a character being bitten by a zombie slowly turning into one. The catch here is that Hem will have to die for that to happen...


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

The half-elf backs away from the necromancer. "Sorry, William, sorry, I'll try to keep my distance."


Also just a reminder Og found a curative fountain a few rooms back

Passing the door you note a number of claw marks covering the sides. Inside, a shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. To the south is a locked heavy iron portcullis.


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

Perhaps that wheel raises this portcullis. Worth a try..


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, keeping a good distance from William. <<Er, what wheel, Og?>>

Perception: 1d20 + 10 ⇒ (7) + 10 = 17


A small sized character might be able to slip/get shoved through the bars with a DC 25 escape artist check. However, as you advance to take a look at the portcullis, you can't help but notice your reflection in the long pool running down the middle of the room.

At first it seems as though your reflection looks back at you from the corner of your eye. As you looks closer, the image of yourself laughs silently and begins to rot before murdering your companions.

DC 11 will save vs fear, all


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

He is referring to the one back in the water room that we didn't use.

Will Save: 1d20 + 4 ⇒ (11) + 4 = 15

"Ooh, nice trick of the waters... I have seen better though."


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

Will save: 1d20 + 3 ⇒ (6) + 3 = 9

Hemiantus' eyes widen as he sees the terrifying images in the water. He screams loudly and runs from the room.


Hemiantus is frightened for (Rounds: 1d4 ⇒ 3), you make it back to the arrow trap on the previous floor before regaining your sanity.


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

Will Save: 1d20 + 4 ⇒ (14) + 4 = 18

The wheel back in the room with the skeletons and water.


Og's suspicion turns out to be correct, after heading back and turning the great old wheel, the portcullis slowly raises. The party seems ready to continue as soon as the effects from the Pool of Fear subside.

Dark Archive

male

Do I get a bonus against the fear since the scene would actually make will quite pleased? Perhaps just fascination instead of fear.
Will follows the others, using his power to chanel energy, William heals his undead minion will: 1d20 + 3 ⇒ (11) + 3 = 14
Channel(heal undead): 1d6 ⇒ 3


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

"We must be getting closer to the flame of awesomeness by now! I can almost taste its light, see its glorification, smell its aroma!" Medghar's eyes are shining with a fire of their own at the prospect of finally finding the elusive flame they have been sent to retrieve.


You enter a second catacomb with having a number of recesses carved into the walls. It would appear some kind of seismic activity has opened a fissure in the ceiling. Og, with darkvision, is the first to see 1000s of bats at rest in the fissure. It may be a good idea to be very quiet...or prepare an adequate attack.


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

Now back with the rest of the group, Hemiantus looks a bit sheepish for having been the only one to succumb to the pool's frightening effect. <<Hmm, seems I wear my emotions close to the sleeve, eh?>> he thinks nervously.

When he sees the bats, he tries to stay as quiet as he can (Taking 10 on Stealth = 11).

<<Maybe we should come back at night when all the bats are out hunting?>>


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 and Bez boh go wide eye and bolt out of the room calming a little before Hermiantus and exchanging embarressed glances before slinking back.

<Hmmm, how would we deal with all of those bats? I would prefer not to wait, but you know also not to get bats all up in my business - I hate birds.>

Will: 1d20 + 1 ⇒ (4) + 1 = 5
Bez Will: 1d20 + 3 ⇒ (4) + 3 = 7
Rounds: 1d4 ⇒ 2

Knowledge Nature: 1d20 + 8 ⇒ (1) + 8 = 9 Bats a birds because they can fly and they poop on you, all of the primary identifying factors.


Everyone give me a stealth check for moving quietly, then whoever opens the door out give another. You can take 10, but not 20. I'll do an opposed perception with a hefty penalty since they are asleep...

Sonar: 1d20 + 15 - 10 - 3 ⇒ (20) + 15 - 10 - 3 = 22

Or they could nat 20...


Like a dark waterfall from the pools of madness 2 swarms spill into the room in a fervor, the screeching unbearable.

Initiative:::::
Bat Swarms: 1d20 + 2 ⇒ (13) + 2 = 15
Erald: 1d20 + 2 ⇒ (11) + 2 = 13
Hemiantus: 1d20 + 6 ⇒ (12) + 6 = 18
Medgar: 1d20 + 1 ⇒ (12) + 1 = 13
Og: 1d20 + 2 ⇒ (10) + 2 = 12
William: 1d20 + 2 ⇒ (2) + 2 = 4

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