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

We could just leave them with a bleeding skeleton as a permanent bat buffet, presumably they are after blood...

"Bring the skelli towards us if you would William, hopefully they will follow."


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 nervously. "Yes, I think that's a good idea."

Ready action to cast burning hands once at least one of the swarms is in range.

Dark Archive

male

William calls for the skeleton(free), and readies an action. will wait until others have cast. Will only cast if bats are not gone yet


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

<Remember, the usual max range of the spell is about fifteen feet or so. Wait until the get close enough.> Medghar reminds his companions as he prepares once more to channel the spell down the barrel of his fire arm.

Prepared action: cast burning hands once bats are within range. Reminder that my damage will be 3d4 vice the standard 2d4, thanks to my racial affinity toward fire.


The bloody skeleton calmly walks back to the group, as if taking a casual spring stroll after a gentle rainshower. Despite being pelted by hungry bats and bones flying this way and that, the undead companion from ages beyond time seems no worse for wear, with that ever present grin only a genuinely happy person with song in their soul can truly express.

Skeleton double moves back


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

Hi all. Og is back. Had a good time at Gen Con and catching up. A few points: First I think we can use that fountain daily. right? If so we should. Second I am almost sure that Snapdragon Fireworks would hurt the swarm as it does damage to everything in a 5' area. That is a great spell in fact as it can be used for multiple rounds. Second Og is not going to scribe Burning Hands. He already learned two new spells and by my math there is not enough gold to go around. That said, he might be willing to memorize from Medghar's spellbook. I believe you can study from books that you borrow. Let me know about this one. Regardless Og plans to hang back and ready to blast any bats that come after retreating teammates and/or use his cantrip to slam the door closed before the bats exit.


Prep a slot with a borrowed book? Certainly, provided you already have the spell in your book. I'm tempted to say I don't care, but lets just stick to rules on this one

Quote:
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.


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

With the bats finally up close, Hemiantus grimaces as he traces the gnome's magical sigils in the air. <<Here goes nothing. I hope you learned that spell right, Medghar.>>

Cast burning hands: Damage: 2d4 ⇒ (1, 2) = 3, DC 14

5' step to move back and unblock the lane.


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

<Come now, I learned the spell just fine... just ask poor old Bez if you don't believe me.> Giving a wink to the poor resurrected, hopefully undeath-free goat, Medghar channels his blast through his arcane gun, the flames blossoming outward toward the oncoming bats.

Burning Hands Damage: 1d4 + 1d4 + 1d4 ⇒ (2) + (1) + (2) = 5

<Although some days the fires burn hotter than others. Next up to the line!> Taking a quick step out of the way, Medghar clears the spot for whomever is up next.


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 silently at Medghar's comment. <<Yes, I seem to have underpowered mine as well. Maybe if the verbal emphasis is on the middle syllable it would gather more force?>>


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 stands ready to close the door should he need to.


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
GM Infinity +1 wrote:

Prep a slot with a borrowed book? Certainly, provided you already have the spell in your book. I'm tempted to say I don't care, but lets just stick to rules on this one

Quote:
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.

All that makes good sense, except, after a while it should certainly get easier. Maybe it was back in 3.5 but there was a way to master another spellbook at one time. There is no rule about how many spell books you have and I would think that if you found one, and studied it enough, and made good spellcraft checks that eventually you could call it your book. And if the author of the spellbook was around to help out you could do that in less time with not such high spellcraft rolls. I guess I am unsure if this is supported in PF.


Sorry guys, long day

The fire roars through the thousands of tiny creatures, instantly roasting, their fur anointed with some crypt scum bursts into a sickly green flame. Hemiantus and Medghar both manage to get off their blasts before Og finds it necessary to temporarily shut the door. Because of the tightness of space only a few of you can blast at a time, but eventually you whittle the flying devils down...

So far you have done 11 damage to one swarm (4+7). They have 13 hp each. As long as you wait long enough between door opens, the skeleton regenerates and can continue as a distraction


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 just take average rolls and hand wave this section, or is there a serious chance that we get hoodwinked by the bats?


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

No chance of of hoodwinkage while Og mans the doors :)


Bah, lost post. Yes, just keep track of spells used from your daily prepped lists


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
GM Infinity +1 wrote:
Bah, lost post. Yes, just keep track of spells used from your daily prepped lists

So taking average damage rolls, it would take another 2-3 castings to finish off the swarm. Who all has it memorized and how many castings do you have left? Hemiantus has one more.


Will prepped 1, Erald 2. Medghar has 2 remaining. So, Erald and Medghar could take down the second swarm (4+6+50%=15) if someone can just do a little more damage (2) to the first


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

Burning Hands, round two: 1d4 + 1d4 + 1d4 ⇒ (4) + (2) + (3) = 9

Or I could just do that damage myself, ;)


Sure, just didn't want to assume. So, if Erald or some other player marks off a burning hands, that's that then. Lots of protein there.

Moving along the next winding corridor, you come to a very old door that has been broken off its hinges...beyond is a drafty open room. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

Chasm is no less than 40 ft down.

Dark Archive

male

William sees the statues and frowns
those may be constructs, we may have a fight on our hands one 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

<<Hold on a minute.>>

Hemiantus momentarily closes his eyes and sends his sensor into the chasm chamber to take a look around, specifically at the statues, the bridge, and into the chasm.


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 casts Detect Magic from where he is and concentrates.


Hemiantus, through the sensor's eye you can see that while the first 5 ft of the bridge are normal, the remaining length is a cleverly disguised pressure plate. It's function could only be guessed at, but you might assume it was unsafe. area indicated on map

Og, nothing magical in range that you weren't already aware of.


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 at his companion's physiques, then sends: <<Can everyone make a 10 foot jump? Looks like we just have to clear a pressure plate that covers the back two-thirds of that bridge.>>


There is indeed enough space for a running start, making the long jump DC a 10, which you can take 10 on. The bloody skeleton maybe not...


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

Can we toss the skelly across?


lol, sure. According to google, a human skeleton weighs 30 pounds. A shotput is about half this for comparison. So, strength check. Or I suppose you could break the skeleton down to smaller bones, chuck them all across and wait for regen.


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

lol. This is getting silly.

Strength Check: 1d20 + 4 ⇒ (11) + 4 = 15


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

Aid Another: 1d20 ⇒ 4

Well, that didn't go as planned... but then, having a gnome aid you wasn't probably the best idea... I could try building a catapult out of some of the random debris we have found along the way...


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

We could also just pick up the skeleton and carry it across. I'm sure Og has the carrying capacity for it.


True enough, piggy back ride....bloody skeleton back ride...likely awkward when William gives the dark command.


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

Aw... I was actually looking forward to trying to construct a trebuchet out of barrels, crates, and bones.


Medghar begins assembling a bizarre skeleton launching apparatus while Og puts on the bloody skeleton like a back-pack, leaping across the trap in a terrific display. On the other side, you can see small but very strong tracks under the statues...likely the plate was designed to push those advancing over the bridge into the pits.

The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus...this must be Kassen's resting place.
A single form rests beside the coffin: that of a comely woman in tattered clothing. She appears to be asleep or unconscious, though it is hard to tell from here in the doorway.


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

<<Oh boy, here we finally are. Let me take a quick look around.>>

Send my sensor around the room, paying particular attention to the figure beside the coffin and the sarcophagus. Taking 10 on Perception gives me 22.


Asar: 1d20 + 6 ⇒ (14) + 6 = 20

Skulking in the shadows you spot a regal looking skeleton with a cold blue flames in its eyes, wearing thick mail and a huge sword. Also not trying to be hidden but simply out of view from the doorway you can see 4 other skeletons. The woman's face resembles Roldare's, the frightened man who had locked himself away... He had mentioned he had a sister who was taken. Finally, to the right in the smaller alcove of coffins you note a number of relatively fresh bodies.


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 instantly relates what he has seen to his companions. "Well, what do you think?"

-Posted with Wayfinder


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

<<Buffs if you got them. Lets do this.>> Og says as he casts Magic Weapon onto his falchion.


Everyone has time to get a buff up and/or draw before the combat, thanks to the sensor

As the party's protection and enhancement spells fire off the evil looking skeleton strides forward “So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.”

Initiative:::::
Asar: 1d20 + 6 ⇒ (13) + 6 = 19
Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16
Erald: 1d20 + 2 ⇒ (6) + 2 = 8
Hemiantus: 1d20 + 6 ⇒ (10) + 6 = 16
Medgar: 1d20 + 1 ⇒ (16) + 1 = 17
Og: 1d20 + 2 ⇒ (7) + 2 = 9
William: 1d20 + 2 ⇒ (7) + 2 = 9


Asar takes his blade and cuts a gash on the woman's arm, daring you to do anything about it as he holds his skeletons ready to swarm your advance.

All PCs up

Dark Archive

male

William first commands his skeleton to defend him while he casts, all the while he begins casting magic missile, and a dagger of force shoots out of his hand and flies unerringly straight at Asar.
1d4 + 1 ⇒ (3) + 1 = 4


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'll try and take down some of the skeleton guards.>>

Hemiantus then moves into the room, targeting the nearest (red) skeleton with a disrupt undead spell, but misses terribly. Ranged touch: 1d20 + 2 ⇒ (3) + 2 = 5,Damage: 1d6 ⇒ 1


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 moves up into position so that he can better take aim at the mad skelleton lord. "Sorry, bones and bite, my service is otherwise spoken for. Come a bit closer though... my bat burninator four thousand would like a few words with you." Medghar tauntingly becons with the barrel of his new pistol.

Move to about where I am standing now, prepared action of shooting any enemy that gets within its 20 ft range.


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 casts Shield, boosting his AC to 20 and advances to stand beside Meghan.


I will go ahead and have Erald also disrupt, looks like he is still out sick

Erald steps up valiantly and emits a solid beam of celestial energy directly at Asar.

Dis: 1d20 + 3 ⇒ (12) + 3 = 15
Dmg: 1d6 ⇒ 1

The blast singes a tiny tuft of flesh leftover from life that had been clinging to the old bones for hundreds of years in a satisfying *poof*


Asar calmly approaches the bloody skeleton and swings out hard with his longsword...

2h Power: 1d20 + 7 ⇒ (18) + 7 = 25
Dmg: 1d8 + 11 ⇒ (1) + 11 = 12

"Betrayer!" echos through the halls as the sword knocks the skeleton to the floor instantly.

The other skeletons step out from behind the columns, spreading out among the party. Red swings an old sword at Hemiantus, while the others go for Erald.

Red: 1d20 ⇒ 12
Y: 1d20 ⇒ 4
G: 1d20 ⇒ 11
B: 1d20 ⇒ 14

But by now, their clumsy attacks are too predictable.


All PCs 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

Hemiantus focuses all of his attention at bringing down the skeleton in front of him. He knows all of his companions are counting on him. Sadly, his training fails him once again.

Curved Blade: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12,Damage: 1d20 + 3 ⇒ (3) + 3 = 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

I believe Medghar's readied action should also trigger, right? And what the heck is Erald doing way out in front of the front line?

Og delays for Medghar's readied action from last round and his action from this round. Og does not want to walk into a cone of fire.

Once Medghar acts Og moves forward and swings his enchanted falchon two handed against Yellow.

Falchion: 1d20 + 6 ⇒ (16) + 6 = 222d4 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12


Ok, wasn't sure really what Med's readied action was. The condition has been met, indeed. Erald needed to get in range for a spell. He can now withdraw since you have cleared the way to the west.

Og advances and drops the skeleton on Erald's flank, giving him an exit.

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