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

Medghar, did you intentionally not 5' step before casting?

-Posted with Wayfinder

See above, but not casting a spell, firing my pistol... same difference really but effect is bludgeoning damage. Saving my two offensive spells for things that have flesh.


If you would rather change your action to a withdraw to behind the group thats fine, I was surprised to see your pawn so forward as well


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

Appreciate the offer, but the 5' step back is probably gives me the best chance for now, given I actually hit the thing (don't want to be trying to fire through folks after all, and each shot costs 11 GP).


Ok np, sorry about the map being misleading

Order:::::
Hemiantus, Yellow, Orange, Green, Blue, Medghar, William, Purple, Red, Og, Erald


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

Waiting on William here. Og can't post until Purple and Red act...

Dark Archive

male

william sees the undead and moves his hands in a deft thrust at the closest skelliton(orange)

disrupt undead: 1d6 ⇒ 2

sorry, didn't have the details down. one sec
ranged touch: 1d20 + 2 ⇒ (20) + 2 = 22
useless spell crit, but a hit no matter what is in my way :)

seeing his spell hit with uttermost success, William makes a step behind his more tank-like wizard friends.(five foot step.)


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
William Nightwing wrote:
william sees the undead and moves his hands in a deft thrust at the closest skelliton(orange)

FYI, Disrupt Undead is a ray spell, William, which means it needs a ranged touch attack as well, possibly with a -4 for firing into melee or versus cover or both.

Dark Archive

male

confirming crit
confirm touch crit: 1d20 + 2 ⇒ (8) + 2 = 10

>.< well that could have been better :/


Some of the skeletons are battered, yet still standing. A skeleton from behind their front rushes forward...

Skellie Bloodlust: 1d2 ⇒ 1Odd Med

...and slashes into Medghar...

Red, Attack: 1d20 + 0 ⇒ (15) + 0 = 15
Dmg: 1d6 ⇒ 1

...the mad skeleton wipes its brow with the rich, deep, red blood of the gnomish spellslinger.


Order:::::
Hemiantus, Yellow(damaged), Orange(damaged), Green, Blue, Medghar, William, Purple, Red, Og, Erald


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

Hmm. Now Og can't advance without provoking.

Delaying his action the half orc wizard calls Drop back so I can close with them.


Hemantius and Erald could also try killing red quickly so you can advance without AoO.

Edit: Also want to point out that defender in or moving out of Hem space has cover +4 from the corner vs attacker blue.


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

Assuming he survives, Medghar will do the following.

Medghar takes a step back if possible and attempts to line up as many of the remaining skeletons as possible.

"BURN AND BREAK!" Pointing his gun at the lead skeleton, he channels a wave of fire through it, making it momentarily resemble a miniature firebreathing lizard in his hands.

Burning Hands damage: 1d4 + 1d4 ⇒ (2) + (1) = 3...Damage dice just don't like this guy...


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

You are jumping the gun a little Medghar. The battlefield can change a lot between now and your next turn. Before you are up again Erald,Hemiantus, Yellow(, Orange, Green, Blue, and hopefully Of will go.


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 get in there! Trip the git!" Erald calls, the goat surging forward following his master's finger and toppling and knocking the skeleton before Medghar on its bony arse.

Its perhaps debatable if Bez can be told to trip, but his attack would be wholly ineffectual in an intuitive way IMO. But I feel that goats do effectively trip and bullrush so hope it is okay. Technically Erald cannot communicate with him, but since he is his dream I feel imparting stuff ought to be fairly easy?

Whooping Erald races forward leaping to avoid the creatures claws and spinning to fire off a disrupt undead, which leaves an opening, but easily dodging the creatures claw and hitting it with a blast of energy that crumbles it to dust!

Red aoo: 1d20 ⇒ 1
Blue aoo: 1d20 ⇒ 10
Bez Trip: 1d20 + 2 ⇒ (17) + 2 = 19
Erald Acrobatcis: 1d20 + 2 ⇒ (15) + 2 = 17
Green aoo: 1d20 ⇒ 6
Disrupt Undead PS: 1d20 + 2 ⇒ (16) + 2 = 18 Damage: 1d6 ⇒ 5


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 screams in frustration as Medghar refuses to move back and Erald charging forward through the skeletons.

<<We are not fighters with heavy armor! We must use our brains to finish these fights, not our muscle! WE MUST MAXIMIZE OUR STRENGTHS AND MINIMIZE OUR WEAKNESSES!>>

Not wishing his companions to be slaughtered, Hemiantus drops his curved blade and draws a club, hitting the closest (red) undead in front of him, with his familiar chirping its encouragement.

Club on Red: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14,Damage: 1d6 + 3 ⇒ (1) + 3 = 4


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

Only sort of. I know a lot can change, hence me couching it as an "If I survive" move (with the implicit of if combat is still going as well). Mostly just posting it in advance to keep the action moving in case I am not available when/if my turn comes around again.... like someone telling folks what he wants his character to do before running off to get snacks for the table in real life. It might not come to pass but it keeps the pace going in case it takes longer than expected for him to get back.


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

Just realized I did not roll arcane spell failure, high is good.

But Erald's armour restricts his movement just enough to disrupt his spell, "Oops..."

ASF: 1d100 ⇒ 17 And fail, dang.


Erald, which was your target? Pink skeleton was already dead

edit: moot point it seems

Hemiantus crashes one of the boned warriors to the floor using a clever slap with a club.


Og, you have your opening and could move in front of Medghar without AoO


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:
Hemiantus crashes one of the boned warriors to the floor using a clever slap with a club.

Um, didn't you say their AC was 16?


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

Target was green, but spell failed :(.


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
Hemiantus of Erages wrote:
GM Infinity +1 wrote:
Hemiantus crashes one of the boned warriors to the floor using a clever slap with a club.
Um, didn't you say their AC was 16?

It was prone though so -4.


Haha, yes, my mistake...just woke from a long nap. So, red still stands.

edit: Right...jeez. Reds dead, baby. Reds dead.


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, seeing his chance, comes out of delay and advances. Fighting defensively, he swings his heavy blade at one of the wounded skeletons hoping to take it down. But more importantly, knowing that he is tougher than his fellows, he hopes to draw the attacks of the remaining skeletons to himself.

Falchion: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 172d4 + 6 ⇒ (1, 4) + 6 = 11

Current AC will be 18 until his turn again.

Dark Archive

male

William gumbles as most of his companions are in the way.
>get out of the way!< he mentally shouts.
disrupt undead: 1d20 + 2 ⇒ (9) + 2 = 11
dmg: 1d6 ⇒ 5


Og slices a skeleton apart, although the bones resist, his momentum triumphs. Green down

The remaining two skeletons on the left of the room slash madly with their claws at Og...Using full attacks now

Yellow Claw 1: 1d20 + 2 ⇒ (5) + 2 = 7
Yellow Claw 2: 1d20 + 2 ⇒ (8) + 2 = 10
Orange Claw 1: 1d20 + 2 ⇒ (10) + 2 = 12
Orange Claw 2: 1d20 + 2 ⇒ (1) + 2 = 3

...Og's skill in battle triumphs.

The remaining skeleton makes an unimpeded attack against Bezoar...

Blue Claw 1: 1d20 + 2 ⇒ (2) + 2 = 4
Blue Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19

Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

...collapsing the figment into a psychic dust of some sort.

Order:::::
Hemiantus, Yellow, Orange, Blue, Medghar, William, Og, Erald

Williams blast of positive energy strays off the mark, a difficult shot through the melee.


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! Dammit," Erald calls, this time managing to fire off a ray at the skeleton who temporarily killed his goat friend, striking the mark, but doing little damage with the energies.

Disrupt Undead RT: 1d20 + 2 ⇒ (12) + 2 = 14 ASF: 1d100 ⇒ 92 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 seems a bit surprised to see Og put himself between him and the remaining skeletons. <Thanks. I was beginning to think I would have to be going out in a blaze of fire, if not glory.>

The gnome limps back to stand next to William, grinning through the blood and pain. "Well, color me impressed Will'old boy. These undead you are constantly obsessing over certainly can be a bit of a poke in the chest." The gnome gestures to his wounds as he says this, laughing.

The gnome begins the process of reloading his pistol while he continues to converse with the taciturn elf, seemingly as if they were discussing the conditions of the weather while out for a walk to the market.

Dark Archive

male

William scowls at the gnome.
<who said i obbsess about them? i obsess about the dead, not undead! although it is nice to have them on your side. when they are your enemy you just can't seem to loose them!> as william finishes his mini-rant, he growls and begins to light his vial of oil. now wathc out! Og! he says out loud. throwing the vial. flaming oil: 1d20 + 2 ⇒ (2) + 2 = 4(at orange)
random direction around taget: 1d8 ⇒ 7

7 is to Orange's left. that's reflex save or 1 fire damage for Og and the skeletons, yellow


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 forward a step, walloping the skeleton beside him (the blue one).

Club attack: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24,club damage: 1d6 + 3 ⇒ (1) + 3 = 4, Crit confirm: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23, crit confirms!, crit damage: 1d6 + 3 ⇒ (4) + 3 = 7


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

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

<<Hey! Watch it back there!>>


Looking back over the sequence I believe I skipped mentioning Og's kill of the Orange skeleton in the narrative, apologies

Will was that just a normal pint of oil or something else?


I ask because oil takes a while to prepare before throwing, and there is no reflex save for damage...and there is a 50% chance it works at all. But looking through your inventory thats all I see.

Low Fail: 1d100 ⇒ 39

The flask bursts but does not ignite, droplets of stinky paraffin bite the nostrils of all. The last skeleton fights to the double death against Og's onslaught.

Yellow Claw: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow Claw: 1d20 + 2 ⇒ (14) + 2 = 16

...and connects with a strong slash to the waist.

Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

All PCs are now on same initiative, 1/4 hp remain on last skeleton.


Room 1, Wizard's Playbook:


Hem kill Pink
Med dmg Yellow 3
Will dmg Orange 2
Erald kill Orange
Hem kill Red
Og kill Green
Hem kill Blue
Yellow Remains


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
GM Infinity +1 wrote:
** spoiler omitted **

Sorry GM Infinity my fault this was confusing, but Erald did not kill Orange, I had forgotten to roll his arcane spell failure and when I realized I rolled it in a later post and failed.


Thanks, knew I had a mistake somewhere. Og did kill green, and I did mention it in narrative even...so Orange is still up as well but down to 1 hp from Erald's latest blast.


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 can't quite connect with the club as he swipes at the skeleton in front of him.

Club attack: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7; Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Edit: Changed action with new position of orange skeleton.


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

<Silly man, let me show you how it is done. Og, pull back a pace will you? I intend to light this candle!>

Dark Archive

male

i was preparing it when i was checking how long they've been dead, it was normal oil

will rolls his eyes at the gnome.


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

"One..."

Medghar produces the same magical flame in his hands as last night, its glow radiating in the darkness.

"...two..."

<Everyone step back, I am setting this ablaze!>

So produce flame as standard action. Next round will toss it at the unlit oil, regardless of who is still there... probably even if the skeleton dies, so make sure you aren't in the oil splatter if you don't want to have to buy new clothes. ;)


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

Still fighting defensively Og misses but steps back as requested.

Falchion: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 72d4 + 6 ⇒ (1, 2) + 6 = 9


The skeleton near Hemiantus attacks while the other steps forward. Despite their crumbling bodies, the dark energies that bind them seem to have located damaging enough limbs...

O attack Hem: 1d20 + 2 ⇒ (18) + 2 = 20
Y attack Og: 1d20 + 2 ⇒ (1) + 2 = 3

O dmg Hem: 1d4 + 2 ⇒ (3) + 2 = 5

I'm going to roll fumble for fun on Y, using this which is I think identical to the actual deck


Heh. Ferocious Fumble. Your attack hits an ally within reach and is a critical threat. You must roll to confirm the critical hit.

Y claw, confirm: 1d20 + 2 ⇒ (17) + 2 = 19

As the skeleton rushes towards Og it twists its broken arms behind its back, intending to bring them down with full force on Og...what actually happens though is quite contrary. It uppercuts the other skeleton, popping off its skull and sending it to the north of the room. Without shame or remorse, only a wry and toothy smile, it continues an aggressive stance against the wizard party.

So yellow kills orange...

Dark Archive

male

William chuckles at the skeleton and stands down, seeing that the other's have it all situated. but he keeps his gaurd up

<You have to admit the comedy of mindlessness> William says telepathically. ready action, disrupt undead: waiting for the skeleton to attack Og


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

"...three! Fire in the tomb!"

With a maniacal chuckle, the gnome tosses the flame he conjured into the center of the parafin oil on the ground, finishing the attack William had attempted earlier.

Not sure what the resist I would have to overcome would be, but rolling ranged attack anyway... basically aiming for dead center of the oil spill with my conjured flame.

Ranged attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


The oil ignites with flame conjured from Medghar's own being, the intensity is too much for the old withered bones, which partially vaporize. Strangely, as it burns, it looks decidedly apathetic.

Combat Over, fire continues to burn for a few rounds if anyone is itching for a hot dog


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

<Nice job all, how about we head east and investigate that wail I am imagining? Seems as good a direction as any for the time being?> Erald thinks to his comrades, moving over to Bez's pack and removing his spell book and healing potions.

This done he produces a scroll and reads from it, before tapping Medghar on the shoulder, <I've got the feeling you need some Infernal Healing>

Use scroll of Infernal Healing on Medghar. Was anyone else hurt? Other than poor old Bez.

"Og any chance you can carry my book for me if it won't slow you down? Weighs as much as a brick and it will slow me down."

Nudges Erald up to a medium load so if anyone has 3 lbs of spare carrying capacity it would be much appreciated :)


Compass placed on map for reference, east is the left door, up the stairs.


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 took a bad hit, but can take care of it myself."
I cast infernal healing on myself.

-Posted with Wayfinder

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