Qwerty's WOGH TM Gold (Inactive)

Game Master qwerty1971

TM Gold Map
Cavern

Initiative:

Anchard:[dice]1d20+0[/dice]
Tanariel:[dice]1d20+2[/dice]
Thrand:[dice]1d20+1[/dice]
Tzardusk:[dice]1d20+1[/dice]
Ollok:[dice]1d20+3[/dice]
Arendyl:[dice]1d20+5[/dice]

Perception:

Anchard:[dice]1d20+9[/dice]
Tanariel:[dice]1d20+4[/dice]
Thrand:[dice]1d20+0[/dice]
Tzadusk:[dice]1d20+8[/dice]
Ollok:[dice]1d20+7[/dice]
Arendyl:[dice]1d20+8[/dice]
xxxxxx:[dice]1d20+0[/dice]


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Do I still get my action? I was highlighted last round but not this one


GoM//Glass WotW Maps//WOGH Map //

apologies. i saw you posted and was under the impression you took an action. i failed to see your post was just commentary. go ahead and post and i will retcon it.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

With some guidance from Anchard, Thrand moves past the man. Trying to confuse and bewilder his enemy, he does a pathetic impression of a cartwheel, bumping into the rock wall and nearly knocking himself to the ground in the attempt. He concludes this dazzling display of battle prowess by blindly swinging his heavy mace toward the smell of charred bones, yet he somehow fails to fell his foe.

Acrobatics: 1d20 - 3 - 4 ⇒ (3) - 3 - 4 = -4 (avoid AoOs while moving past Anchard)
50% Miss Chance: 1d100 ⇒ 50 (low fifty is a miss)
Heavy Mace: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 4 ⇒ (3) + 4 = 7


Make up round
Moves up and attempts to acid the remaining skeleton
1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 RTA
1d3 ⇒ 1

Repeats
1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18 rta
1d3 ⇒ 3


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

GM Q also you forgot to confirm for a crit on Ollok. You ended up rolling a natural 20.


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

i believe I was damaged coming into the fight. I did not think I had removed the original melee hit from the Skelton so I removed both when I was hit with the Magic missiles. I will check back in the posts and confirm.


GoM//Glass WotW Maps//WOGH Map //

@ Ollok- so i did. in my excitement to finally hit you i had forgotten
Crit? on Ollok: 1d20 + 4 ⇒ (17) + 4 = 21...DMG: 1d6 + 1 ⇒ (2) + 1 = 3 Ollok should be 12/26 now unless I suck at math

Tanariel manages to hit the blue skeleton with her acid attack although slightly... Tanariel has not come up in the 5th round yet but I will keep her attack for her action when her turn comes up if you so desire

Thrand stumbles around with his vision impaired...

Combat 5th RND
Ollok (exhausted/-14)

Necromancer (-19/2 images),
Arendyl (-20), Anchard, Tzardusk (), Tanariel (awaiting acid attack),
Skeletons (Green-10 // Blue-11)
Thrand (blinded)


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

my previous instance of damage was healed, so I guess I did remove the damage from the skeleton which puts Aren at 5 hps. So we will roll with it that it was an elaborate ruse to fool the necromancer. Lol.


Okay.


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

Feeling the bite of steel cut through his skin gives Ollok enough incentive to swing again. But he can barely put any force behind the swing.

Hand Axe+exhaustion+fighting defensively: 1d20 + 5 - 3 - 4 ⇒ (7) + 5 - 3 - 4 = 5
damage: 1d6 + 2 - 3 ⇒ (3) + 2 - 3 = 2


We have to get past this bottle neck


GoM//Glass WotW Maps//WOGH Map //

"FOOLISH FOLLOWER OF A FALSE GOD! i WILL DESTROY YOU AND FLAY THE SKIN OFF YOUR BONES!" the necromancer says looking at Anchard...

"ব্যথা!"

Anchard making a DC 19 Fort save OR suffering from this...:

Howling Agony: You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.

Combat 5th RND
Ollok (exhausted/-14)
Necromancer (-19/2 images),
Arendyl (-20), Anchard, Tzardusk (), Tanariel (acid attack can be used here or you can roll again to see if you do better),
Skeletons (Green-10 // Blue-11)
Thrand (blinded)


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

Anchard fails to fend off the necromancers magic. He braces himself and screams to cope with the pain, ARRRRGGHHHHH!!! and then while still braced where he is, he doesn't think twice about unleashing his second burning hands dousing all the enemies in fire.

Fort save: 1d20 + 4 ⇒ (6) + 4 = 10
Fort save reroll: 1d20 + 4 ⇒ (8) + 4 = 12
Move action to mitigate penalties this turn
Standard action to cast spell

Defensive casting DC 17: 1d20 + 6 ⇒ (15) + 6 = 21

Burning Hands Reflex DC 16: 5d4 ⇒ (2, 1, 2, 3, 4) = 12


Does that burning hands get rid of the skeleton?


GoM//Glass WotW Maps//WOGH Map //

Anchard manages to concentrate with a foe in his face and sends froth another spell of Burning hands at the skeletons and their master...

Necromancer REF vs Dc 16: 1d20 + 3 ⇒ (12) + 3 = 15 FAIL
Blue vs DC 16: 1d20 + 1 ⇒ (17) + 1 = 18 FAIL
Green vs DC 16: 1d20 + 1 ⇒ (11) + 1 = 12 PASS

And the fire destroys the two skeletons as the necromancer clumsily jumped into the path of the fire by mistake burning to death...

the red skeleton crumbles into a pile of bones after the necromancer died...

Combat Over


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

Anchard continues to be wracked with pain for about a minute before he can take a moment to celebrate the victory. "Fan the flames. Get burned."


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardusk walks over to Anchard and asks quietly... "What is wrong? How can I help you..."


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

Short of rewinding time and killing the wizard here before he can cast his spells, nothing. Do not worry, I will be fine. The effects were temporary it seems. See to Thrand, I think he is blinded.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

"What is happening?" asks the knight, still swinging his sword in the general direction where he last saw the baddies. "I felt a tremendous burst of heat, yet I am somehow unburnt. Curse you, necromancer and your fire magic! I will make you pay for these unholy flames!"


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"It's over, Thrand, stand down...the necromancer and skeletons are dead. Unfortunately I cannot cure blindness.. we can but hope it is a temporary affect."


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

Ollok moves over to the necromancer's charred corpse and begins to hack off it's head.

"You thought I was lying when I said you'd be tasting the steel of my axe? Foul creature I'll make sure to burn your head and bury far away where your body won't be finding it ever again.

Priest you saved our lives. You can thank your god for me."


The elf will cast detect magic.
Touch nothing on the necromancer until I discern what items he has on him


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

"Make it quick the longer this lies here the heavier my axe feels." Ollok waits impatiently as the elf goes about diving the necromancer's objects.


GoM//Glass WotW Maps//WOGH Map //

Tanariel goes to inspect the body and discovers of the items that did not burn up in the fire, there is a ring and a white pearl that radiate magic. She also finds that the necromancer spell book mostly burned up although a few pages display what she thinks is the dark speech and knows better to not chance looking at it and go mad...

knowing you will eventually figure out the item given time

Working with Tzardusk as the group waits for Anchard to recover from his temporary ailment, the elf and the half orc figure out the ring is a Ring of Force Shield and the pearl is a Pearl of Power 1st level


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

OFF WITH HIS HEAD!


The elf will report what they have found.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"Those items should prove useful for us!"


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

"Point me towards danger." says Sir Thrand. "I am not afraid, but maybe one of you can tie a rope around my waist and pull me along."


We must be wary. says the faerie. Anchard, can you channel the blessings of your patroness and heal the wounds of our companions?


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

I cannot heal Thrand's blindness, those abilities are for the more practiced. Anchard turns to consider the wounds (status bars) of his companions. Arendyl appears to be the only one hurt. I can channel some minor positive energy which may help him regain some vigor, but even best case it will not heal him entirely. It will also mean I can not wield divine energy against any more undead. Do you still want me to see to Arendyl's health? Anchard asked half expectantly for the answer to be yes as he rerolled one of his sleeves back above his singed elbow.

Yes, please use your channels to heal us:

1d6 ⇒ 1

1d6 ⇒ 2

1d6 ⇒ 5


What would you prefer Arendyl?


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

Dusting off his breaches from lying on the ground Aren looks up at the mention of healing. "My wounds seem extensive. The necromancer magic was potent. I wound surely not turn down any help in easing these wounds. "

The positive energy is helpful. Make sure we move away from the necromancer so he is not healed in case he is not completely dead. I believe the dwarf is in the process of taking care of that though.

Looking from Thrand to Tanariel "Is the blinding magic temporary or permanent?"


GoM//Glass WotW Maps//WOGH Map //

it is long lasting, unknown if it is permanent though.


Does she know what kind of spell that was cast?


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

If it goes on too much longer, Thrand will have to get himself a harmonica and some sunglasses. Since he is blind, the rest of you will have to lead. Go ahead, make decisions, and blaze the trail.


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

"The magic the necromancer was wielding will likely mean Thrand will need divine magic to return his sight to him. Though I think he would agree we must press on and settle the matter at hand quickly. Let's take what is gainful and get going"

Anchard will cure 8 hp for the party and press onward south down the tunnel, his shield and morning-star at the ready.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardusk will take Thrand's arm and guide him along with the party so he doesn't trip or get lost or run into anything.... "Let me help you... I will try to make sure you don't run into anything or have any other mishap. Perhaps we can restore your sight in time, but we must hie forward at this time."


GoM//Glass WotW Maps//WOGH Map //

After a few minutes have passed Ollok regains the endurance of his former self. Anchard leads the group further into the tunnel and they come across the river of leyline energy that the old Baron of the area was protecting. The energy itself flows like a blue river of fire and stretches all the way to the top. On the ground is a wide board of plank wood that shows wear of being stepped on and used as a makeshift bridge. In the river of energy there is an island of rock that barely juts out from the energy that shows grooves on the side similar to the ones on the board of plank wood. The cavern tunnel then turns back to the west.


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

"Hmm seems like a warning. Don't be touching the blue stuff. Or you might lose more than just a finger."


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

"A keen observation Master Ollok. Taneriel, could the stone in the let line be a focus of some kind for the magic barrier? If it could be taken out and placed back in after we get the residents inside the barrier we could surely withstand any assault the orcs would be able to muster. "


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand asks, "Magical barrier? Is there a gate or a path through it? How do you know that touching the blue stuff is harmful? Did you try touching it? The effect could either be very bad or very good."


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

There is a plank here for bridging the blue river of fire. If the energy was helpful, there would probably not be a way to avoid it so readily nearby. We can bridge it and investigate, but let us not linger here longer than necessary. We need to keep moving. Anchard aays taking up the plank and positioning it to bridge the gap to the middle rock cropping.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

"Yes, let us keep moving. Guide me faithfully, Tzardüsk." replies Thrand.


The elf will cast detect magic to see what she sees.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"I'll do my very best. And this should help you if you are inclined to make a misstep... " He casts guidance on Thrand just before crossing the bridge leading him (when the time comes).


GoM//Glass WotW Maps//WOGH Map //

The group moves the board planks onto the stone in the center of the river of ley line energy. As they start to get closer they notice the heat and aura of the ley line all over their body and feel if they get closer to the blue fire energy it would burn them....everyone feels this except for the one that is carrying the pendant jewel found in the deceased Lords chamber. That person feels no discomfort at all.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

That person should begin singing "Walk Through the Fire" from Buffy the Vampire Slayer. Thrand gets the line "I look into it and it's black."


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

The heat is too much for me. I'll wait back over here until everyone is ready to continue.


Courage Anchard Wulfphear, do you not worship the fire goddess?

Tzardusk, perhaps it is better if I guide Thrand. Your combat prowess may be necessary while I prefer to cast from a distance.

Did her detect magic find anything?

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