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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I'm not the brave warrior type, so unless the others take off running, I'm certainly not going to. Especially in unfamiliar territory. Unless he needs to follow after the fighter types, Taecuss will start pulling out the stones to see what he needs to do to restore them to the faengard.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Wall of Ice has a minute/level duration, and those bees look a tad irate - just sayin'


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

Caelin smiled with grim satisfaction at the feys' retreat.

"Let them go. Let us deal with the faengard while the ice lasts."

He then moved to help with the stones the party carried.


From the look of the complexity of the task, will putting the stones in place take longer than the ice's duration? Can we place them and move on before the bees are free? Do we have any way of telling if the bees were summoned or mundane?


Mummy's Mask Campaign slides | Storyteller extraordinaire

If you all work together and are not interrupted, you should be able to place all of the wardstones back into the wall and move away from the wall. How far is difficult to estimate, since it all depends on how well you work together, and other factors (such as none of you having ranks in profession (bricklayer) or knowledge (engineering), so you have very little experience repairing walls, especially while rushed). You also have no idea if that will be enough to restore the magic warding of the wall.

As to the bees, they are still here despite Meycho's attempts to dispel them and Taecuss attempts to disbelieve them. But then again, don't you need dismissal or banishment or something to get get rid of summoned creatures? Hmmm....might want to look that up.

Buttom line: Making hard choices based on imperfect information is part of the fun of the game. :) - so, everyone please state what they do. I don't want to make assumptions on your behalf here.


Male Halfling Inquisitor 8

Let us get to work, I don't want to be here when they return with friends, Meycho says, indicating the fleeing fey.


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

Jervaise nods.

"Agreed."

He then sets about assisting with the replacing of the wardstones.

If it looks like we won't be finished by the time the spell wears off, why don't we just 'coat' it with another one?


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

"A few minutes before the ice disappears, I can also build a campfire, and use that to provide us protection. Not much protection, but some. Hopefully we can finish the wardstones."


Goodluck K'tango wrote:

Goodluck looks at Taecuss, assessing his wounds. [dice=Heal]1d20

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

Goodluck has already headed over there and started the rebuilding effort! He'll keep one eye on the ice dome, in case he needs to recast it.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss dumps the wardstone out into a big pile on the ground and everyone quickly begin rebuilding the gap in the wall.

You are less than halfway done when another loud buzzing coming from the direction of the hill to the south-east draws your attention. As you reach for your weapons and turn to see, you spot the familiar figure of a bleachling gnome appearing over the distant hillside. He seems to be striding through the air at an accelerated pace, gaining altitude with every step. He is flanked by another bee swarm on one side and a single giant bee on the other.

Tae only:
You also spot the pixie, once again invisible and free of glitter, flying along behind Tenzekil.

“You never should have come,” Tenzekil calls out. The gnome looks much more worn now than he did a few days ago. “Even if you repair the ward, you still have to reactivate it. And only Queen Rhoswen holds that kind of power. She will never give it up, and she’s too strong to oppose. I know the strength of her magic, and even I cannot resist it. So come! Let us finish this at last!”

Sense motive DC 15:
Tenzekil’s convictions and loyalty to Rhoswen may have started to waver. He clearly takes no joy in the prospect of fighting you, but never the less seems determined to engage you.

Feel free to answer Tenzikel in any way you find appropriate - then roll for initiative.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Goodluck K'tango wrote:
Goodluck looks at Taecuss, assessing his wounds.

Tae, please give Goodluck (and me) an update on your present state of health.


Status: 30/59 hit points, -2 Dex. Spells remaining: 4 1st, 3 2nd, 2 3rd. 26 of 28 rounds of performance remaining.


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

Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18.

Jervaise raises an eyebrow.

"Master Gnome, we oppose her, because we cannot allow her crimes to stand, unanswered. We will not go quietly to the fate she desires for us, and there are many who feel the same way. We intend to see that, at the very least, she is locked away in here once more, and all of her troops which are polluting our land are returned to the corruption from which they were birthed.

Surely you can see how you have been used, abused, and bullied into becoming naught but a puppet on a string? How can you bear to let that happen? Stand up for yourself; prove that you are a better Gnome than that, prove that there is still a shred of backbone left in your body! Stand aside, and let us deal with her."

Intimidate: 1d20 + 19 ⇒ (7) + 19 = 26.
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25.

Whichever you feel is more appropriate.

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26.


Following Jervaise’s lead, Taecuss adds ”We are the sturdy folk of Bellis. We are not so quick to resign our fate to one the likes of the Queen. We will find a way to succeed lest all of the good folk we left behind there be slaughtered, every last one of them. It is not too late for you to work with us. Let us complete this endeavor and you can return to Bellis with us, a hero!”

Diplomacy 1d20 + 15 ⇒ (15) + 15 = 30


Goodluck merely shrugs. "You choose who you serve, gnome. You ken do good here, or you ken do the will of the Queen. We will stop 'er. Choose."
Init: 1d20 + 2 ⇒ (15) + 2 = 17


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

Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6

Caelin's shoulders slumped a bit at the sight of the bees. He raised his eyebrows hopefully as his friends spoke to Tenzekil, but drew his bow nonetheless.

Init: 1d20 + 3 ⇒ (6) + 3 = 9


Initiative 1d20 + 3 ⇒ (11) + 3 = 14


Male Halfling Inquisitor 8

Meycho turned to face the gnome, hoping to avoid bloodshed, but doubting it would be possible.

Why are you fighting for this Queen? Her promises are empty, I'm certain, and you will gain nothing but pain and suffering for your service. Abandon your master and live free...

Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23
Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13

Initiative: 1d20 + 10 ⇒ (14) + 10 = 24

Status: 58/58 HP, Bane (6/8 uses left), Judgement (2/3 uses left), Spells (5/5 1st, 3/5 2nd, 0/2 3rd left)


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Tenzekil initiative: 1d20 + 2 ⇒ (5) + 2 = 7
bee swarm initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Pixie initiative: 1d20 + 5 ⇒ (12) + 5 = 17

- Tenzekil's Last Stand -

Round 1

"You think I serve the Queen out of choice? Fools, all of you...She will break you, as she has broken me. Whatever pain and suffering you promise, she will visit upon me ten-fold if I fail her," Tenzekil replies, his voice heavy with despair. He then turns to his bees and issues a series of sharp commands.

Sylvan:
"Fall upon the dark human, and let him feel the pain of your stings, little ones. Fulvid, come to me. I will strengthen you. Reya, see if you can get my bees out of that ice."

It's on - Jervaise goes first.

Initiative
Jervaise: 26
Meycho: 24
Pixie: 17
Goodluck: 17
Taecuss: 14
Bee swarm: 14
Caelin: 9
Tenzekil/giant bee: 7

Notes:

Altitude of flying opponents:
Tenzekil: 60 ft
Giant bee: 60 ft
Bee swarm: 60 ft

Pixie - visible only to Taecuss:
Location: P18
Altitude: 60 ft

Wall of Ice duration remaining: Aprox 20 rounds.

Map
LINK


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

Everyone is flying? Yeah, put Jervaise on delay again.


Mummy's Mask Campaign slides | Storyteller extraordinaire
Jervaise Toppington wrote:
Everyone is flying? Yeah, put Jervaise on delay again.

Yeah, it is kinda cheating, isn't it. What does that Neil Spicer character think he's doing, putting so many flying enemies in an adventure aimed at 7th level characters? You'd think the GM would at least have the decency to insert some kind of foreshadowing, hinting that the heroes might be facing enemies with access to flying and invisibility, into the adventure at some point where the heroes had a chance to prepare by buying potions or preparing spells. Ah well, good thing you guys are super at overcoming adversity, I guess. :-)


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

Hey, I am patient - *everything* in the module can't possibly be flying ;-) I do have potions of Fly, but I am saving them for an emergency.


I'll see what actions happen before Taecuss's turn, but he may be getting a fly scroll out to use on Jervaise.


Male Halfling Inquisitor 8

Meycho readies his bow and whispers a short prayer to Ketephys, looking for an opportune moment to shoot at Tenzekil.

Activating Judgment - Justice and Destruction for +2 to hit and +3 damage
Activating Bane for +2 to hit and +2d6+2 damage
Ready against Tenzekil casting magic.


Goodluck, seeing the gnome's choice, shrugs. "May Gozreh have mercy on you, gnome. I will not." He readies to cast wall of ice again, this time a hemisphere designed to trap the swarm of bees as soon as they are close to the ground.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
pixie dispel check: 1d20 + 8 ⇒ (14) + 8 = 22 vs DC 19 - success

Bee dmg: 2d6 ⇒ (2, 1) = 3

From the empty air behind Tenzekil, a high-pitched voice intones magic words. Suddenly, the dome of ice covering the bee swarm vanishes, and the enraged swarm immediately envelops Jervaise, Taecuss and Meycho.

3 dmg and two separate DC 15 Fort saves from each of you, gentlemen. Failing the first one means you are poisoned and take 1 Dex dmg. Failing the second one means you are nauseated.

Taecuss is up.


Fort 1d20 + 6 ⇒ (11) + 6 = 17
Fort 1d20 + 6 ⇒ (3) + 6 = 9

Is that fail one and poisoned with dex damage, fail both and add nauseated? Or is it first is for poisoned with dex damage and second is nauseated? Assuming it is the former case...

Taecuss moves to K17 and casts Glitterdust at the intersection of M-N/16-17, 60' up.

Status: 27/59 hit points, -3 Dex. Spells remaining: 4 1st, 3 2nd, 2 3rd. 26 of 28 rounds of performance remaining


Male Halfling Inquisitor 8

Fort vs. Poison: 1d20 + 7 ⇒ (6) + 7 = 13

Fort vs. Nausea: 1d20 + 7 ⇒ (11) + 7 = 18

Status: 55/58 HP, 1 Dex Damage, Bane (5/8 uses left), Judgement (1/3 uses left), Spells (5/5 1st, 3/5 2nd, 0/2 3rd left)

RPG Superstar 2012 Top 16

Taecuss dyn Bru wrote:

Fort 1d20+6

Fort 1d20+6

Is that fail one and poisoned with dex damage, fail both and add nauseated? Or is it first is for poisoned with dex damage and second is nauseated? Assuming it is the former case...

It is the Latter case. The first save is for poison, the second for the distraction swarm special quality.


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

If the pixie is highlighted by glitterdust, then I'll shoot it. Otherwise, the gnome.

Longbow Attack 1: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29
Longbow Damage 1: 1d8 + 2 ⇒ (4) + 2 = 6

Longbow Attack 2: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23
Longbow Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4


Revision: Taecuss moves to K17.

Status: 27/59 hit points, -2 Dex. Spells remaining: 4 1st, 3 2nd, 2 3rd. 26 of 28 rounds of performance remaining

Sorry, but the glitterdust hasn't gone off yet because I misunderstood the fort saves. Since he is nauseated, move action only is allowed so he can't get the spell off. I'll try again next round.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

2d6 ⇒ (3, 1) = 4

Hold on, Caelin - the other bee swarm acts before you.

As Jervaise, Meycho and Taecuss are engulfed in one swarm of bees, the other dives straight towards Caelin and Goodluck. In the span of a few heartbeats, all of you are now covered in stinging insects. Taecuss staggers from the swarm, once again heaving and gagging from insects crawling in his mouth, nose and ears.

Goodluck and Caelin, 4 dmg to each of you and two separate DC 15 Fort saves - same conditions as above. If Caelin is not nauseated, he may either keep his attack rolls or change his action as he pleases.

UPDATED MAP


Fort Save: 1d20 + 3 ⇒ (9) + 3 = 12
Fort Save: 1d20 + 3 ⇒ (8) + 3 = 11


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

[dice=Fort Save]1d20+3

[dice=Fort Save]1d20+3

Ouch - just out of curiosity. On a scale of one to ten, how much do you all hate bee swarms by now?


I'm pushing 13. My kingdom for a flame strike.


GM JaceDK wrote:
Ouch - just out of curiosity. On a scale of one to ten, how much do you all hate bee swarms by now?

*shakes fist at the cyber heavens* "Curse you, Spicer! Curse yoooouuuuu!!!"


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

Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25
Fort Save: 1d20 + 7 ⇒ (13) + 7 = 20

My hate goes up to 11. And I'll keep my attack.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Fulvid charge: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Fulvid dmg: 1d6 + 5 ⇒ (2) + 5 = 7

Jervaise Fort save vs poison: 1d20 + 6 ⇒ (18) + 6 = 24 Pass
Jervaise Fort save vs distraction: 1d20 + 6 ⇒ (8) + 6 = 14 Fail - nauseated for 1 round

Both of Caelin's arrows sink into the flying gnome. Tenzekil winches, but his resolve does not seem to falter. Instead, he begins to cast a spell.

spellcraft DC 18:

Tenzekil is casting greater magic fang

Having anticipated this move, Meycho ignores the swarming bees and fires a magically enhanced arrow at the gnome.

longbow attack (dex dmg+judgement+bane): 1d20 + 13 - 1 + 2 + 2 ⇒ (5) + 13 - 1 + 2 + 2 = 21
longbow dmg: 1d6 + 2 + 3 + 2d6 + 2 ⇒ (6) + 2 + 3 + (1, 4) + 2 = 18 Meycho, please check these numbers

Tenzekil concentration check DC 29: 1d20 + 9 ⇒ (16) + 9 = 25 Close, but no cigar

This time, Tenzekil screams in combined pain and frustration as Meycho's arrow strikes him square in the chest. His spell is lost. He point to Meycho and issues a command to his giant bee companion.

Sylvan:
"That one, Fulvid - kill him!"

The bee responds at once, diving straight for Meycho. It sinks it's mandibles into his neck, drawing blood. 7 dmg to Meycho - the bee is hovering at an altitude of 5 ft..

I have Jervaise on delay - he may take a move action only due to being nauseated.

Updated map:
LINK


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

Muttering a curse redolent with the salty charms of a sailor, Jervaise moves out of the swarm.

Moving to K16.


Mummy's Mask Campaign slides | Storyteller extraordinaire

- Tenzekil's Last Stand -

Round 2

Meycho is up

Initiative
Meycho: 24
Pixie: 17
Goodluck: 17
Taecuss: 14
Bee swarm: 14
Caelin: 9
Tenzekil/giant bee: 7
Jervaise: 6

Notes:

Altitude of flying opponents:
Tenzekil: 60 ft
Giant bee: 5 ft
Bee swarm: ground level
Pixie - visible only to Taecuss:

Map
LINK


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

I agree, it *can* provoke, but it is also possible to move there without provoking - H14 to I14 to J14, to K14, to L15 (1st diagonal), to K16 (2nd diagonal) - is 30', which is Jervaise' movement speed, and is what I intended.


Male Halfling Inquisitor 8

Meycho carefully dodges out of the way of the swarm to H16 and fires another baneful shot at the small gnome.

1st Attack: 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32
Damage: 1d6 + 7 + 2d6 ⇒ (1) + 7 + (2, 6) = 16

2nd Attack: 1d20 + 8 + 2 + 2 ⇒ (14) + 8 + 2 + 2 = 26
Damage: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (1, 2) = 12

Status: 48/58 HP, 1 Dex Damage, Bane (4/8 uses left), Judgement (1/3 uses left), Spells (5/5 1st, 3/5 2nd, 0/2 3rd left)


Mummy's Mask Campaign slides | Storyteller extraordinaire
Jervaise Toppington wrote:
I agree, it *can* provoke, but it is also possible to move there without provoking - H14 to I14 to J14, to K14, to L15 (1st diagonal), to K16 (2nd diagonal) - is 30', which is Jervaise' movement speed, and is what I intended.

Perfectly fine - I'll retcon the AoO. Didn't happen. Meycho scores a couple of solid hits, but the gnome is still airborne. Update tomorrow, it's way past my bedtime.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Swarm 1: 2d6 ⇒ (5, 1) = 6

Once again, Meycho demonstrates just how deadly an archer his devotion to the elven lord of the hunt makes him. Both shafts sink deep into Tenzekil, who is now bleeding profusely.

Taecuss only:
You notice the pixie gesturing as he activates a spell-like ability. You can probably guess which one. He then flies off behind the hill, out of sight.

You hear the voice of the pixie chant and suddenly, the weeds and grass once again animates and tries to ensnare you all.

The entire area is covered by entangle. Everyone make a DC 14 Reflex save or gain the entangled condition. The area of effect is difficult terrain.

The bee swarm that was freed from the ice dome fall upon the halfling who dares harm their master. Meycho, 6 dmg and two DC 15 Fort saves.

Goodluck and Taecuss, go ahead.


Goodluck steps to the east to get out of the swarm. He holds his hand aloft and calls upon Gozreh's might, casting holy smite defensively emanating from himself.
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5 If I can't move, I'll simply cast where I am, if I can
Cast Defensively: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 4d8 ⇒ (2, 1, 5, 2) = 10 Will Save DC 19.


Reflex save DC 14 1d20 + 10 ⇒ (19) + 10 = 29

Taecuss will start a bardic performance to Inspire Courage in his allies. +2 morale bonus on saves vs. charm and fear, +2 competence bonus on attacks and weapon damage rolls.

During his performance, he’ll cast Suggestion on Tenzekil, DC 16 will save to resist. ”Send away the bees!”


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

Goodluck steps to the east to get out of the swarm. He holds his hand aloft and calls upon Gozreh's might, casting holy smite defensively emanating from himself.

[dice=Reflex]1d20+4 If I can't move, I'll simply cast where I am, if I can
[dice=Cast Defensively]1d20+13
[dice=Damage]4d8 Will Save DC 19.

Goodluck, just checking to make sure before I post the results - you realize that if you center the spell on yourself Tenzekil won't be affected, since he's 60 ft up in the air, right?


Male Halfling Inquisitor 8

Ref vs. Entangle: 1d20 + 7 ⇒ (2) + 7 = 9
Fort vs. Nausea: 1d20 + 7 ⇒ (11) + 7 = 18
Ref vs. Poison: 1d20 + 7 ⇒ (2) + 7 = 9

Status: 42/58 HP, 2 Dex Damage, Bane (4/8 uses left), Judgement (1/3 uses left), Spells (5/5 1st, 3/5 2nd, 0/2 3rd left)


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

Ref vs. Entangle: 1d20 + 10 ⇒ (18) + 10 = 28

Caelin tried his best to finish off Meycho's handiwork.

Longbow Attack 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Longbow Damage 1: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Longbow Attack 2: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Longbow Damage 2: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Yes, I'm more aiming to kill the swarms, if at all possible. I figure they're the worst threat right now. Tenzi can be killed subsequently.

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