JaceDK's Realm of the Fellnight Queen (Inactive)

Game Master Jacob Trier

"That fell creature sought to twist our minds, remove our souls, and make us forget what we are, rendering us into nought but crude beasts."
- Jervaise Toppington, Steel Falcon of Andoran


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Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss is still nauseated, but he makes his poison save, and thus takes no further DEX damage.


Then he'll move to D20.


Male Halfling Inquisitor 8

Is the swarm visible to Meycho?


Mummy's Mask Campaign slides | Storyteller extraordinaire
Meycho wrote:
Is the swarm visible to Meycho?

Give me a DC 19 Will save with +4, and we'll find out.


Male Halfling Inquisitor 8

Will Save: 1d20 + 12 ⇒ (2) + 12 = 14

Meycho hopes the others are right in saying it is just an illusion and braces himself for a painful collision, as he runs towards the hedge.

This is not gonna end well, he thinks.

If he finds himself on the other side, he starts incanting, on the hope that the swarm has been magically summoned.

Dispel against swarm: 1d20 + 8 ⇒ (13) + 8 = 21

Move to C4 *and explode*


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho is able to breathe a sigh of relief as he passes through the wall as if it was thin air. However, his efforts to dispel the swarm have no effect whatsoever.


Mummy's Mask Campaign slides | Storyteller extraordinaire

- Face-off at the faengard -

GM rolls:

Bees: 2d6 ⇒ (3, 3) = 6

P1 att: 1d20 + 8 ⇒ (14) + 8 = 22
Meycho will save: 1d20 + 8 ⇒ (7) + 8 = 15

P2 att: 1d20 + 8 ⇒ (5) + 8 = 13
Meycho will save: 1d20 + 8 ⇒ (12) + 8 = 20

The bees swarm seems determined to torment Taecuss until he succumbs to the thousands of stings. Taecuss, 6 dmg and two more Fort saves.

Suddenly, from out of the leaves of the tree sanding north-west of the gap, two white-fletched arrows fly at Meycho. One of them sink into his neck. It does no damage, but he barely manages to shake off a sudden feeling of heavy drowsiness. The other arrow zips just past him.

Caelin hears a rustle of leaves and feels a wush of air as a couple of invisible shapes sweep past him out of the treetop and into the air. Even his sharp elven senses are not enough to spot where they go.

Caelin is up, but he is most likely hiding from a hurricane. I'll post his action in a bit, if he does not do so himself.

Round 1

Initiative
Jervaise: 24 (acted)
Taecuss: 23 (acted)
Meycho: 22 (acted)
Bees: 17 (acted)
?: 16 (acted)
Caelin: 6
Goodluck: 4

MAP


Mummy's Mask Campaign slides | Storyteller extraordinaire

Unable to locate the invisible enemies or harm the swarm, Caelin delays. Goodluck is up.


Goodluck steps through the hedge, having convinced himself of its illusory nature. He moves 30 feet toward Taecuss the bee-covered. He touches his birthmark, praying to Gozreh to hear his call. Looking toward the sky, he summons as mcuh water as he can, directly overtop the bee-covered Taecuss.

Casting create water over Taecuss in an effort to disperse the swarm somewhat.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Goodluck K'tango wrote:

Goodluck steps through the hedge, having convinced himself of its illusory nature. He moves 30 feet toward Taecuss the bee-covered. He touches his birthmark, praying to Gozreh to hear his call. Looking toward the sky, he summons as mcuh water as he can, directly overtop the bee-covered Taecuss.

Casting create water over Taecuss in an effort to disperse the swarm somewhat.

GM rolls:

fly check: 1d20 + 13 ⇒ (13) + 13 = 26

Both Taecuss and the bees are suddenly drenched by several gallons of falling water. The swarm of angry insects wavers for a moment, but then resumes the assault on the elven bard.

You really challenged my GM skills with this one, James. After careful perusal of both the fly skill, weather rules and various similar effects, I'm ruling that the bees have to pass a DC 20 fly check or be washed to the ground, where they suffer 1d4 nonlethal falling dmg. Unfortunately, they passed this round.

Extra fun fact: A PC in motteditor's Realm of the Fellnight Queen PbP actually tried the exact same tactic. You'd think 7th and 8th level characters had better offensive options against swarms, but apparently not.


Mummy's Mask Campaign slides | Storyteller extraordinaire

- Face-off at the faengard -

Round 2

Initiative
Jervaise: - delay
Caelin: - delay
Taecuss: 23
Meycho: 22
Bees: 17
?: 16
Goodluck: 4

Jervaise and Caelin can come off delay any time they please. Other than that, Taecuss is up - don't forget two more DC 15 Fort saves.


Drenched and not understanding the motivating behind the localized dousing as well as not knowing if the source was friend or foe, Tae’s face, already swelling with multiple stings, screws into disbelief at whoever opted to heap humiliation on top of harm.

Caelin Nyndel wrote:
"Friends! The thorns are only illusions! Do not let them impede you."

Perhaps it is all an illusion! Taecuss squeezes his eyes and tries to block out the droning of the swarm, focusing to separate the surrounding noise from what may be mere figments.

Will save to disbelieve the swarm 1d20 + 7 ⇒ (20) + 7 = 27

Fort Save DC 15 1d20 + 6 ⇒ (14) + 6 = 20
Fort Save DC 15 1d20 + 6 ⇒ (19) + 6 = 25


Always happy to expand your GM horizons! ;)


Mummy's Mask Campaign slides | Storyteller extraordinaire

Tae, the bees are VERY real, which the pain you are feeling is ample proof of. On the plus side, you take no further poison damage and are no longer nauseated.


I was afraid of that...

While focusing past the sight of the swarm did not make them vanish, it did allow Taecuss to quell the waves of nausea that washed over him. He again sprints away from the swarm, the words of a spell tumbling from his lips as he runs.

Move to G15 and cast See Invisibility.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss:
As soon as you complete the spell, you spot two tiny whimsical-looking humanoid with wildly colored gossamer wings. Both are hovering about 20 ft off the ground, one in A4, the other in G6.


Meycho's up!

GM:
Thanks! As soon as my turn comes up again, and assuming I'm not nauseated again, Taecuss will take steps to start getting this encounter wrapped up... :)


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss:
You're allowed a free action to speak, if you wish. And a knowledge (nature) roll to identify the flyers.


GM:
Knowledge Nature 1d20 + 13 ⇒ (18) + 13 = 31. I don't know that pointing out their positions would make a difference to the others knowing where they are. I was going to cast Glitterdust next round and try to catch both of them to reveal them to the others. I was concerned that drawing attention to the fact that I could see them would cause them to unleash more magics on Taecuss before he could show them to the others with his other spell. Maybe knowing exactly what they are might change that some though.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss:
They are pixies. Feel free to look up their entry in the prd, you know their entire stat block.

Meycho is up.


Male Halfling Inquisitor 8

Meycho looks around to see if he can find the source of the arrows while assuming a defensive stance with his bow at the ready.

Perception: 1d20 + 14 ⇒ (6) + 14 = 20


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho does not see or hear anything that could have fired the arrows.


So I believe that takes us to the bees and our mysterious opponents unless Jervaise or Caelin want to take their delayed actions.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Taecuss dyn Bru wrote:
So I believe that takes us to the bees and our mysterious opponents unless Jervaise or Caelin want to take their delayed actions.

Someone sounds like he is anxious for some more stings...:-). actually, actively using perception to try and locate an enemy is a move action, so Meycho still has a standard action. But to keep things moving, I'll put him on delay with the rest of the melee crowd. New post coming up...


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

bee dmg: 2d6 ⇒ (1, 3) = 4

The bees pursue Taecuss once again. More painful stings find their way to his unprotected skin as he is covered yet again in angry insects from head to toe. Tae, 9 dmg and the usual two Fort saves.

Tae only:
The two pixies hover in place, each of them seemingly busy applying dust to a fresh arrow.

Goodluck is next, and the people on delay may jump in at any moment.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

I am good with staying on delay.


Goodluck ponders the situation, then seeing Taecuss move out from the under the bees, decides upon his course.

Delay, holding action until Taecuss gets out of the bee swarm's space. Then cast Wall of Ice on the swarm, hemisphere version to trap the icy beasties.


Fort save 1d20 + 6 ⇒ (8) + 6 = 14
Fort save 1d20 + 6 ⇒ (6) + 6 = 12

Gah. Double fail! I assume that means nauseated again?

RPG Superstar 2012 Top 16

Taecuss dyn Bru wrote:

Fort save 1d20+6

Fort save 1d20+6

Gah. Double fail! I assume that means nauseated again?

Correct - you are also poisoned again. 1 DEX dmg and a new save next round.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Waiting for Tae to move, so we can bring Goodluck out of delay.


Run, Tae-cuss, run!


Sorry!

Dart to F10! Retching the whole way, I imagine.

So far Taecuss's turns have consisted of running back and forth with a swarm around him, not unlike a character from a 70's cartoon that accidently hits the hive. In my defense, I will again remind you that I declared the plan "ill-considered" up front. :p


Okay, Goodluck casts Wall of Ice, centered over the swarm. I can't tell from the description if they get a Reflex save or not, but the DC is 19 if they do...


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

bee ref: 1d20 + 5 ⇒ (4) + 5 = 9

P1 att:: 1d20 + 8 ⇒ (7) + 8 = 15
Meycho will save:: 1d20 + 8 ⇒ (2) + 8 = 10

P1 att:: 1d20 + 8 ⇒ (1) + 8 = 9
Goodluck will save:: 1d20 + 8 ⇒ (1) + 8 = 9

- Face-off at the faengard -

Round 3

As soon as Taecuss staggers away from the angry swarm, Goodluck calls upon Gozreh's power. Instantly, a dome of ice forms around the bees, who are caught within the icy prison.

Then another pair of arrows fly from thin air, one directed at Meycho, another at Goodluck. Both fail to find their mark.

Taecuss:
The two pixies fire their bows, and then relocate. One is at D6, the other at E9, still 20ft up.

The delay-gang is up, otherwise we move in to round 4.

Initiative
Taecuss: 23 (acted)
Goodluck: 23 (acted)
Bees: 17 (acted)
?: 16 (acted)

Jervaise: - delay
Caelin: - delay
Meycho: - delay

MAP


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin grunts in appreciation of Goodluck's ice dome. He growls, however, in frustration at his own inability to spot the source of the arrows.

Pulling out a smokestick, he quickly lights it up.

"We can gain some respite from our foes in this smoke, friends. Can anyone see them?"

Create a 10-ft cube of smoke. Stand on the edge closest our foes, so I can look out, but still receive concealment.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Smoke covers the area around Caelin.

Who's next...anyone else want to come off delay? Otherwise, on to Taecuss and Goodluck.


Round 4:

Fort save 1d20 + 6 ⇒ (13) + 6 = 19
Fort save 1d20 + 6 ⇒ (4) + 6 = 10

Is that enough for Taecuss to act beyond a move action? Does it relieve the nausea?


Mummy's Mask Campaign slides | Storyteller extraordinaire

Only one save is required (vs poison), since now that you are out of the swarm you are no longer distracted. The first save is a pass, so no further poison damage, and you may act normally.


Goodluck looks at Taecuss, assessing his wounds. Heal: 1d20 ⇒ 19

"We oughta get da faengard built b'fore the bees escape." Saying this, he heads over to the breach to begin rebuilding.


Round 4.

Taecuss shakes off the worst effects of the poison and takes action to bring this to a conclusion. Pointing his arm in the air, an extended finger, coated in stone dust, bursts into a gout of sparkling specks that instantly erupts twenty feet up before exploding silently into a glistening cloud.

Taecuss casts Glitterdust, centered on D/E-7/8, twenty feet up. DC 15 will save to avoid blinding.

DM:
I believe that should catch both of them and be high enough not to hit the PCs.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Sorry for the delay. As the start of RPG Superstar 2013 gets closer, I tend to get a bit distracted. For instance, instead of updating yesterday, I made these: LINK

GM Rolls:

P1 Will save: 1d20 + 6 ⇒ (3) + 6 = 9
P2 Will save: 1d20 + 6 ⇒ (11) + 6 = 17

As soon as the glittery cloud dissipates, a couple of tiny winged figures appear, completely covered in the shiny dust. They hover 20 ft above the ground, and each clutches a small bow.

They both rub their eyes furiously, while yelling to each other in sylvan.

Sylvan speakers only:

Pixie #1 - (E9):"Aarrhhh.....It's in my eyes....Reya, do something!
Pixie #2 - (D6):"Guias, you blundering idiot...I told you we should have charmed the elf....but noooo....."let the bees handle him", you said.... Now rub that crap out of your eyes and put the human to sleep before he can cast another spell.

Both pixies are hovering 20 ft above the ground. Goodluck is up, and Meycho and Jervaise can come off delay at any time.

MAP


Seeing the golden archers appear from Taecuss's magic, Goodluck points at the one in E8 and in a booming voice: "By Gozreh's hand, you are remade!"

Punitive transformation: as baleful polymorph (into a bird), for 9 rounds, Fort Save DC 20, Will Save DC 20


Mummy's Mask Campaign slides | Storyteller extraordinaire

Goodluck, please roll to overcome Spell Resistance.


SR overcoming: 1d20 + 12 ⇒ (19) + 12 = 31


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Pixie Fort: 1d20 + 2 ⇒ (9) + 2 = 11
Pixie Will: 1d20 + 6 ⇒ (15) + 6 = 21

Suddenly one of the pixies is replaced by a glitter-covered parakit. The bird squaks in dismay, obviously aware of what has transpired.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Quietly and deliberately, Jervaise draws his sling, and loads it, moving closer the the revealed enemies...

Moving to E6.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin let out a short, brutal laugh at the pixie's bickering. Serves you right!


Male Halfling Inquisitor 8

Meycho fires at the remaining pixie-like creature, calling upon Ketephys to aid his aim.

Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d6 + 5 + 2d6 ⇒ (6) + 5 + (6, 5) = 22

Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 5) = 16

1 round of Bane used, 6 left for the day


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Pixie will save: 1d20 + 6 ⇒ (17) + 6 = 23

Both of Meycho's arrows miss the pixie, who takes one look at his transformed companion and then flies off at full speed to the east, over the gap in the faengard.

The pixie-turned-bird also flies off, heading north-west and gaining altitude. It appears to have shaken off the blinding effect of the glitterdust.

Both pixies take the run action. Do you pursue?

RPG Superstar 2012 Top 16

Guys? Waiting for you to do something.

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