Peasant Railgun's Dark Awakenings [D&D 4E] (Inactive)

Game Master Peasant Railgun


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Splug tries to swing at the green bat in his face…

1d20 + 8 ⇒ (19) + 8 = 27 vs. AC

…landing a good hit, causing the bat to crash into a dead heap on the cavern floor.

He then moves cautiously to I3.


It's Jhadar's turn.

Although your acid arrow hits the black, plant-like pod its tendrils manage to quickly scrape off most of the acid before it can take effect.

On a miss it still does 4 damage and ongoing 2 acid damage (save ends).


Remember, you can attack again if you spend an action point.

Scarab Sages

Action Point USE! I still have one left too.

Jhadar calls his deepest reserves and launches another magical assault on the root, with magic missile.

1d20 + 7 ⇒ (2) + 7 = 9 vs. Reflex
2d4 + 4 ⇒ (1, 3) + 4 = 8


The Tainted Root Pod takes 2 ongoing damage from Jhadar's Acid Arrow

Jhadar's magic missile passes harmlessly overhead as the root pod advances towards K4. It lashes out with its tendrils…

1d20 + 7 ⇒ (13) + 7 = 20 vs. AC

And Jhadar takes 1d8 + 3 ⇒ (6) + 3 = 9 damage as the tendrils pull him from his hiding spot!

Saving Throw against ongoing acid damage 1d20 ⇒ 5

It's the end of turn for the Tainted Root Pod.


The remaining bat tries to bite Splug again…

Attack 1d20 + 6 ⇒ (4) + 6 = 10

…but misses, and flies away to E8.

End of turn for the remaining bat.


Splug withdraws to G4 with his Move Action, lifts his longsword over his head as he turns 180 degrees, and using his Standard Action, charges the Root Pod!

Attack 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 vs. AC

Splug's overhead chop slashes some tendrils off, inflicting 1d8 + 2 ⇒ (1) + 2 = 3 damage.

And now it's Jhadar's turn to act

Scarab Sages

Move to M1 and cast burning hands.

1d20 + 4 ⇒ (12) + 4 = 16
2d6 + 4 ⇒ (1, 1) + 4 = 6


The intense flame of Jhadar's Burning Hands envelops the pod, missing Splug altogether.

On the Tainted Root Pod's turn it will take 2 ongoing acid damage and become bloodied. Using Root Lash on Splug…

1d20 + 7 ⇒ (8) + 7 = 15 vs. AC

…the grasping tendrils can't grab Splug so the pod shifts to J3.

Save against ongoing acid damage 1d20 ⇒ 4


Back up to the top of initiative for Round 3

The bat uses fly-by attack to move to J5, makes a melee basic attack using Bite…

1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 vs. AC

…and frustrated, finish its move at K6.

It is now Splug's turn.


Splug will shift to I3 and use Cringe to grant Jhadar an At-will or charge attack as a free action.

After this is resolved it will be Jhadar's turn.

Scarab Sages

Jhadar turns as Splug cringes and uses magic missile on the bat.

1d20 + 4 ⇒ (18) + 4 = 22 vs. Reflex
2d4 + 4 ⇒ (1, 3) + 4 = 8


As the bat flies around to have another go at Splug, it flies straight into a well-timed Magic Missile from Jhadar. It crashes harmlessly into the cavern floor.

All that's left is the tainted root pod.

Scarab Sages

My turn!

Magic Missile on Root

1d20 + 4 ⇒ (9) + 4 = 13 vs. Relfex
2d4 + 4 ⇒ (3, 4) + 4 = 11


Jhadar aims to the left to avoid hitting the cave wall but overcompensates and the magic missile flies off at the glowing pool.

On the pod's turn it continues to take ongoing acid damage.

The pod again reaches out at Splug with its tendrils…

1d20 + 7 ⇒ (2) + 7 = 9 vs. AC

…as Splug nimbly dodges out of the way. Splug makes an opportunity attack as the pod tries to circle around him.

1d20 + 8 ⇒ (11) + 8 = 19 vs. AC
Dealing 1d8 + 2 ⇒ (8) + 2 = 10 damage.

The pod attempts to save against the ongoing acid damage.
1d20 ⇒ 14
It is no long affected by Jhadar's acid arrow.

Round 4 and it is Splug's turn.


Splug shifts to H2 and continues to attack the pod with his longsword.

1d20 + 8 ⇒ (9) + 8 = 17 vs. AC
1d8 + 2 ⇒ (4) + 2 = 6 damage.

And cuts the tainted root pod in half! The tendrils soon stop thrashing about as the plant body dies.

You are now out of combat and may spend healing surges as well as investigate the area. You gain 200 XP this encounter.

Scarab Sages

'Well done Splug, a mighty blow.'

Jhadar begins to search around him, seeing if he can recognise anything strange.

Perception1d20 + 2 ⇒ (4) + 2 = 6
Dungeoneering1d20 + 2 ⇒ (4) + 2 = 6


A quick search of the cavern reveals nothing of interest. You don't know what to make of the glowing pool.

Scarab Sages

I walk over to the tiled area at AB,1-4.


Please make a Perception check.

Scarab Sages

1d20 + 2 ⇒ (7) + 2 = 9


Splug's Perception check 1d20 + 1 ⇒ (6) + 1 = 7

Splug follows closely behind as the two of you work your way over the rubble towards the worked area. You enter the area and the last thing you see is the sudden flare of arcane runes etched into the tiles. Your vision turns white, and your mind is filled with pain.

Against Jhadar:
1d20 + 5 ⇒ (4) + 5 = 9 vs. Will

Against Splug
1d20 + 5 ⇒ (18) + 5 = 23 vs. Will

With his superior mental power Jhadar manages to shrug off the pain. Although Splug is not so fortunate and is dazed until the end of his next turn. He'll only be about to take a single action per round.

You hear malign entities approach and pray to Nethys for your vision to return soon! Roll initiative.

Splug's initiative 1d20 + 5 ⇒ (18) + 5 = 23


I'll be attending Pathfinder Society tomorrow, so I'll leave you on a cliffhanger. :)

The next update should be Saturday afternoon!

Scarab Sages

Cool! Your an aussie huh? I'll roll initiative and eagerly await the return!

1d20 + 2 ⇒ (11) + 2 = 13

Liberty's Edge

Male Andoren Druid 4
Jhadar Kusika wrote:
Cool! Your an aussie huh? I'll roll initiative and eagerly await the return!

Woohoo! Praise Desna! I've hit level four!

Unlike last time, I managed to avoid close calls such as getting hit in the face by three light picks.


As your vision returns you see that the chamber in front of you is shaped like one-quarter of a circle with a small chamber attached in the west and an area of rune-covered stonework in a wide alcove to the east. Near the center of the arc of the western wall is a glowing circle of arcane sigils with drifts of dark dust on it. It illuminates the room with bright, blood-red light.

In the open doorway to the western chamber, a dark, thin humanoid sways, growls, and gurgles, its green glowing eyes sweeping the room. Behind it, the light of the sigil reveals a ladder in the shadows of the small chamber. Two shapes, each like the upper half of a human made of dark smoke, float in the corners.

Initiative Order
Tainted Wisps 1d20 + 7 ⇒ (17) + 7 = 24
Splug = 23
Jhadar = 13
Tainted Zombie 1d20 + 2 ⇒ (5) + 2 = 7

The humanoid groans, and the wispy shapes shriek as they attack!


The tainted wisp at A6 glides over and tries to transfer some of its madness to Splug!

1d20 + 5 ⇒ (2) + 5 = 7 vs. Reflex

But Splug is too fast and dodges its incorporeal claws!


The other wisp glides from E1 to F3 and tries to sink its incorporeal claws into Jhadar.

1d20 + 5 ⇒ (2) + 5 = 7 vs. Reflex

And shrieks in frustration as it cannot connect!

It's Splug's turn and he uses Cringe to grant Jhadar a free at-will attack.

As he's still dazed, this is all he can do this turn.

Scarab Sages

Free action on Splug's go.

In the oppurtunity Splug presents, Jhadar summons a umbling force from the ether and casts thunder wave.

F3: 1d20 + 4 ⇒ (3) + 4 = 7 vs. Fort
F5: 1d20 + 4 ⇒ (8) + 4 = 12 vs. Fort

1d6 + 4 ⇒ (3) + 4 = 7 and push 1 square.

=====================================
It's then Jhadar's turn, so I cast burning hands, catching all of my foes.

He follows the burst of thunder with a greater wave of magical fire, deeply intoning the arcane incantation.

Zombie: 1d20 + 4 ⇒ (3) + 4 = 7 vs. Ref
Wisp1: 1d20 + 4 ⇒ (14) + 4 = 18 vs. Ref
Wisp2: 1d20 + 4 ⇒ (14) + 4 = 18 vs. Ref

2d6 + 4 ⇒ (1, 5) + 4 = 10

Liberty's Edge

Female Gnome Sorcerer 3
Monty Kerns wrote:
Jhadar Kusika wrote:
Cool! Your an aussie huh? I'll roll initiative and eagerly await the return!

Woohoo! Praise Desna! I've hit level four!

Unlike last time, I managed to avoid close calls such as getting hit in the face by three light picks.

Huzzah! I have a level 3 gnome sorcerer myself! Not much in the way of conventions in Ireland though!

Liberty's Edge

Male Andoren Druid 4
Hanni wrote:
Huzzah! I have a level 3 gnome sorcerer myself!

:)

Hanni wrote:
Not much in the way of conventions in Ireland though!

:(


The burst of thunder dissipates the first tainted wisp.

Jhadar's follow-up with burning hands reduces the closest one to nothing.

The zombie appears to sizzle due to the radiant heat but is otherwise unfazed.


On its turn the zombie moves across the sigil circle to slam Jhadar.

1d20 + 4 ⇒ (14) + 4 = 18 vs. AC

Jhadar takes 1d8 + 3 ⇒ (7) + 3 = 10 damage and is immobilized (save ends).
(You can still get your normal actions, but can't move from that square).


On Splug's turn, he will provoke an attack of opportunity by leaving G5.

1d20 + 4 ⇒ (4) + 4 = 8 vs. AC

And continue his movement to B4.

Splug uses his Standard Action to charge the zombie.

1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 vs. AC

The zombie turns to face the goblin circling around it putting up its arms to fend off Splug's blows.

Now it's Jhadar's turn. You also get a saving throw at the end of you turn to escape immobilization.

Advice:
You could shift and then use either Thunderwave or your Second Wind, but not both unless you spend an action point.

Second Wind lets you spend a healing surge and a +2 to all defences until the start of your next turn.

Scarab Sages

Jhadar steps back from the fearsome zombie to catch his breath.

Shift then Second wind!


Jhadar Kusika wrote:
Jhadar steps back from the fearsome zombie to catch his breath.

Let's see if you save against immobilization first!

1d20 ⇒ 14 Unless the zombie slams you again you'll be able to shift on your next turn.


Unable to bite Jhadar, the zombie brings its fists up again to slam!

1d20 + 4 ⇒ (12) + 4 = 16 vs. AC

But misses thanks to Second Wind!


Splug tries to stab the zombie in the back!

1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 vs. AC

1d8 + 2 + 1d6 ⇒ (8) + 2 + (3) = 13 damage and the zombie staggers from Splug's attack!

Now it's Jhadar's turn.

Scarab Sages

I Jhadar retreats five feet from the terrifying creature and summons a bolt of pure force.

1d20 + 4 ⇒ (8) + 4 = 12
2d4 + 4 ⇒ (1, 3) + 4 = 8


Jhadar tries to take the zombie's head off with a well-timed magic missile. Alas the bolt narrowly misses the zombie as it turns and reaches down to slam Splug.

1d20 + 4 ⇒ (7) + 4 = 11 vs. Reflex


The blow does not connect as Splug dodges out of the way to hack its legs.

1d20 + 8 ⇒ (11) + 8 = 19 vs. AC

1d8 + 2 ⇒ (1) + 2 = 3 Splug's longsword does not cut as deep he had hoped.

The zombie is now bloodied.

Splug moves to D5. And now we're back to Jhadar.

Scarab Sages

Seizing his chance with splug's distraction, Jhadar summons another bolt of force and hurls it at his foe.

1d20 + 4 ⇒ (6) + 4 = 10 vs. Reflex
2d4 + 4 ⇒ (2, 2) + 4 = 8


It just isn't Jhadar's day as his magic missile veers off-course away from the zombie.

On its turn it moves in to swing at Splug.

1d20 + 4 ⇒ (5) + 4 = 9 vs. AC

And misses by a mile.


Splug swings again at the zombie, goading it to advance and put some distance between you and it.

1d20 + 8 ⇒ (11) + 8 = 19 vs. AC

1d8 + 2 ⇒ (3) + 2 = 5 damage, and the zombie is barely holding itself together.

Splug shifts to E6. And we are back to Jhadar.

Scarab Sages

Gritting his teeth in frustration, Jhadar uses scorching burst on the zombie when Splug leaves the space.

1d20 + 4 ⇒ (3) + 4 = 7 vs. Relfex
1d6 + 4 ⇒ (6) + 4 = 10

EDIT: Le sigh!


Sadly the zombie leaves the column of flame unscathed and once again tries to grab Splug from E5.

1d20 + 4 ⇒ (20) + 4 = 24 vs. AC

Ouch! This is going to hurt. The zombie punches Splug in the face and then grabs him by the nose, inflicting 11 points of damage. Splug is now immobilized.

Sensing more attacks to come, Splug cringes and implores you to help. +2 to defences, and Jhadar can make a free attack.

Save against immobilization 1d20 ⇒ 9

Scarab Sages

Angered by the attacks on Splug Jhadar summons all of his arcane might!

Free Attack: Magic missile
1d20 + 4 ⇒ (13) + 4 = 17
2d4 + 4 ⇒ (1, 1) + 4 = 6

Regular Attack: Magic missile
1d20 + 4 ⇒ (3) + 4 = 7
2d4 + 4 ⇒ (4, 3) + 4 = 11

And, if its still standing,

Action Point: Magic missile
1d20 + 6 ⇒ (5) + 6 = 11
2d4 + 4 ⇒ (4, 1) + 4 = 9


Jhadar's first magic missile slams into the zombie's torso leaving a huge wound. The zombie staggers, avoiding the second missile. The third missile slams into the zombie, its momentum causing the zombie to topple over! You can thank Action Surge! for turning this into a hit!

Splug warily goes over to check the body with his sword. The now twice-dead zombie does not move.

You are now out of combat. Splug spends two surges to take his health back to full.

Scarab Sages

I'll keep my surges for now. I can second wind in any combat once can't I?

Jhadar inspects the large rune on the floor.

Arcana1d20 + 9 ⇒ (5) + 9 = 14

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