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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Order:::::
Hem
Bat Swarms
Erald/Medghar/Og/Will

2 swarms, they are both 10 ft cubes space wise.


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 is likely to be useless here, if memory serves swarms get hefty resistances to projectiles.

"You guys had to wake them up." Medghar sighs, pulling out his loaded gun. "Normally I would say this is a great time for some fire but I am all out."


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

Area Effects are what we need...


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

<<There's nothing I can do to harm these creatures significantly. Let us retreat and consider our options.>>

Hemiantus hightails it out of the room as fast as he can

Double move away from the swarm.


Hemiantus is quick on his feet and zips out of the room before the massive swarms can descend upon Og, Erald, and Bezoar...

Dmg Og: 1d6 ⇒ 6
Dmg Erald/Bez: 1d6 ⇒ 5

The wounds are particular bloody...you continue to take 1 bleed damage each round.

Normally you would get an AoO for them coming into your space, but you are flat footed at the moment.

Rest of party 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

We are in trouble as they are faster than us. And do not forget the distraction roll in order to take standard actions. Also an AOO would not be effective as bat swarms are diminutive and do not take weapon damage.

As the swarm descends on Og they bite and tear at his flesh and he begins to bleed. He swats the bats in his face away and retreats as a double move.

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18


Unless the AoO was made with a torch, correct. They will have to squeeze to chase, and they can not open doors.


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 lets out a pained bleat and falls vanishing Erald legs it bleeding and cursing as he frantically slaps at his hair.


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 also have open/close prepared. Between the two of us I think we could all get out and slam the door behind us without taking too much more damage. (If you want to hand wave our escape).


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

Fort vs Distraction: 1d20 + 3 ⇒ (14) + 3 = 17


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

Knowing that he cannot keep up with his retreating companions, Medghar turns toward the advancing hordes of bats. "Say, I wonder how you guys are affected by bright lights."

Channeling the magics familiar to his blood, Medghar releases a bright flash of light at the oncoming swarms. Casting racial Flare.

<Keep going, don't wait for me. If I don't make it in time, set that illusion casting fool's tower ablaze for me.>


Medghar get out of suicide card, high: 1d20 ⇒ 18

Somehow, from deep within your flare manifests unlike ever before, what at first catches the eyes of a single bat in the thousands quickly roars ablaze catching them all like the light of day. The dark mass recoils giving you and the others a chance to escape.


Back to Hem, assuming Will and skellie also double retreat

Dark Archive

male

William looks back at the bags and wonders what was that? That light? Brighter than normal...

William shakes his head. I can use my power to control the dead to also kill the living... but I will warn you, when I do so you must stand behind me.


Will, very sorry but you have the 'command undead' feat from the necromancer's school power 'power over undead', which specifies it can only be used to command undead, not channel negative energy like the clerics ability. The would have been wonderful, 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

<<Medghar, what are you doing? Get back here so we can close this door!!!!>>

Ready action to close door as soon as everyone is through it.


The bats are still flourishing from Medghar's blaze, giving him and Og one last chance to escape.

all 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

Medghar, having managed to get some space between the horde and him after unleashing the light show, runs like mad for the door.

<If they catch up with me before I make it, close the door. No sense in all of us dying on my account.>

So does double move from current location at a ground speed of 20 make it to the door?


Yes, that's 8 squares of movement.

Dark Archive

male

Will pulls out a vial of oil. Med! If I get oil on them could you light it ablaze?
takes a move to retrive the oil, otherwise he is waiting for Meghar to respond


Medghar uses a double move to get well into the zombie room, leaving Og free to also enter and Hodor. Party can then go rest/prep.


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 wipes his brow once the door is secured.

"Well, that could have gone better. Let's head back to camp and regroup, shall we?"


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

We can heal up at at the fountain. Og comments.


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 hate to be a downer, but unless one of you are better prepared to deal with those... things... I will need some time to actually rest in order to be of any further use." Medghar pants, grateful to be safely behind the door.

Dark Archive

male

William huffs loudly So, rest, prepare some spells, and... I have an idea.
would alter winds help? I can disperse the bats by using the winds their wings create to catch cause stormy winds and blow them away


Will probably better is to bust out the oil and use your undead to take up space. If the swarm is getting the undead, it isn't getting a PC.

Dark Archive

male

Will turns to his skeleton minions. I'll set these two aflame, and while they are on fire, they could attack the swarms. They should last long enough... unless some has another idea.


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

As they head back to the camp, Hemiantus asks around. "Does anyone have any area-effect conjuration or evocation spells in their spellbook. We could copy them into ours and then memorize them for tomorrow. That would go a good deal towards dealing with those damn bats. We could also sneak back at night and see if they've gone out to hunt and are no longer present. Bats gotta eat, right?"


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

Breathing heavily Erald, examines his wounds in alarm, "Are you all still bleeding? Or is it just me?"

Frantically trying to stem the bleeding, in his panic Erald someehow manages to do quite the proficient job of treating himself, his wild application of torn cloak bandages covering all of his wounds and soundly enough placed that he ought to be able to sleep in the dressings.

Thinking I could treat the nat 20 it as if he did long term care on himself to recover double HP when resting?

Heal: 1d20 - 2 ⇒ (11) - 2 = 9
Heal: 1d20 - 2 ⇒ (20) - 2 = 18


Sure, removing the bat fang from the blood vessel causes your body to clot in that location, focusing flow to a new, more efficient path in your veins. ;)


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 opens up his spell book to the opening page. "Here, this should be useful to any of you who don't know it already. It is the preparations and principles behind that cone of fire magic that I used on those zombies." Medghar inadvertently looks at Bez, and adds, "Yes, and you too... my apologies, I really was trying to shoot the flames over you to keep them from having goat for a snack." Turning back to the others, he continues. "You probably won't be able to get the fires quite as hot as I can, as there is just something in my blood that resonates with fire based magic to bring out a bit more of it's potential. Still, as long as you have some of the rudimentary knowledge of evocation magic it shouldn't be too difficult to learn."

So burning hands is available for your copying pleasure, Medghar will be preparing three and a flare burst for the upcoming rematch. Think those are the only two AoE style blasts I have, as Snapdragon only affects a 5 ft square.


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 helps by stopping the bleeding as best he can, tearing off pieces of fabric to bind the wounds if necessary.

heal: 1d20 ⇒ 15,heal: 1d20 ⇒ 20

He then goes over to Medghar and looks over his shoulder, nodding. "Yes, that should work quite well. I will certainly copy that spell over once we get back to the camp."


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 is being temporarily inconvenienced by death again Medghar. Oh, the trials and tribulations of being an imaginary goat!

Did we find more coin for scribing? If so Erlad will also copy Burning Hands.


You found 24 in frog room, 13 from zombies for a whopping 37


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 3 of us can scribe, likely 4 with a bit of scounging, cool.

Heading back to camp Erald joins the small crowd reviewing Medghar's spellbook to pick up burning hands, finding himself highly amused by the situation. Once done he takes to his tent and dreams of burning goats.


Rested and with the shared esoteric knowledge of fire from Medghar, the party prepares its new assault on the bat infestation. You make it back to the closed door without incident


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 spends the afternoon carefully deciphering the gnome's magical language and then transcribing the spell into his own spellbook. His rat familiar sits on his lap or else skitters around finding nuts, insects, and seeds to eat.

"You have a very strange way of casting the spell, Medghar. I would have never thought of handling the somatic components in this way, but it certainly makes sense. Very interesting."

I'll memorize two castings of burning hands and one of mage armor.

GM, does the door have a keyhole? If so, I'll send my sensor through. If not, I'll just listen at the door. Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Sure, projecting it far ahead past the pool room you can see the bats have retaken their position of rest on the ceiling's fissure.

edit: also, the portcullis is still open


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

"Trust me, for the optimal ratio of fire to volume you need to have the sounds and words at the right intervals, otherwise you can either get your fire too weak where it sputters and dies, or to strong to where it burns you in the process of its creation. Fire is much like your rodent familiar there in that it has a life and mind of its own. Once you realize that you are asking the flame to do what you will, not telling it, you will find it to be a true companion to you in much the same way." Medghar smiles, warmly. "Now, let us practice on those infernal bats." In addition to preparing his three burning hands and use of flare burst, he will spend some time replenishing his ammo stockpiles with his kit so that he can have a few extra rounds prepared.


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

Prepping 2 Burning Hands, Infernal Healing, and Charm person.

<I guess we just all prepare Burning Hands readied to go, someone open the door, then we flame them?>


Basically, only x-factor will be initiative roll unless you sneak up on them somehow.


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 nods. "Yes, one person opens the door and the rest of us wait on the other side and wait for them to come through."


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 thinks a moment. "I have prepared a more reliable version of that blinding light I used when we were escaping. If you want I can open with that, see about stunning them for a bit. Alternatively, I can keep it in reserve in case we need to withdraw again."


So, if you want to use that door as a place to launch the attack from, someone will need to go stir up the swarms and get them chasing again. Or you could move up to the portcullis and attack from there. Either way, initiative will be rolled when someone enters the room with the swarms.


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

<<Why not send the goat in to stir up the swarms? We could even have him carry his favorite scimitar, just to be a bit more fearsome.>>

Dark Archive

male

William rolls his eyes and points at his bloody minion. what about these?
William is switching out identify with infernal healing and touch of combustion with burning hands.


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 am with William, Bez does not like pain any more than the rest of us you know dying is just not as inconvenient in his case, with the possible exception of William," Erald responds scratching Bez behind the ear.


Will, one of your skeletons fell into a deep watery pit a while ago. But you still have one. So sending it in?


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

Sounds good to me.


Initiative:::::
Bat Swarms: 1d20 + 2 ⇒ (18) + 2 = 20
Erald: 1d20 + 2 ⇒ (14) + 2 = 16
Hemiantus: 1d20 + 6 ⇒ (9) + 6 = 15
Medgar: 1d20 + 1 ⇒ (7) + 1 = 8
Og: 1d20 + 2 ⇒ (11) + 2 = 13
William: 1d20 + 2 ⇒ (14) + 2 = 16

The bats stir to life at the presence of the skeleton dripping life essence, hungrily they swarm in a mad consumption.

Bats go first and seem to have taken the bait, now its up to the party to show those g+~-d!*ned animals who's boss. All up

Swarm: 1d6 ⇒ 3 (actually not sure how the untyped physical damage swarms do interacts with the DR 5/B skeleton. Guess it doesn't get through)

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