Rambler's Legendary Planet (Inactive)

Game Master Scribbling Rambler


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Male Elder GM

The mule is not with you, as nobody raised it at the appropriate time, but if you want we can retroactively say that it was brought over to the barn at the first farm.
If people want anything further from the office, or to do anything like lock up, it's fine to retro that for the next day or two. Also, I'll need to know who has the potions and tuning fork.
I'm assuming that you're ignoring standard houses and farms for now.

Farther along the road are a pair of ruined shells which appear to have been houses. Opposite them is the remains of House Formidable, the temple of Erastil. Within, about thirty charred skeletons lie in the ash and debris, along with statues which have been pulled down with rope or chain. The ruin still smolders here and there.

Formidable map


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

I will hang on to the tuning fork.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom tosses the tuning fork aside when he realizes he doesn't know what it is. Picking up a potion and the long sword, he exits the Sheriff's Office with the rest of the party.

Walking up to the ruins of the church of Erastil, he says, "This is lots o' peasants. Looks like they wuz trapped whiffin tha church. Burned alive. They meant business."


Male Elder GM

As Morgrom approaches the ruined church, a trio of skeletons crawl from where they lay among the others. As they rise they burst into flame, with thick, black smoke trailing from their empty eye sockets.

Initiative:
Morgrom: 1d20 + 1 ⇒ (9) + 1 = 10
Petronicus: 1d20 + 1 ⇒ (10) + 1 = 11
Haer Kul: 1d20 + 2 ⇒ (17) + 2 = 19
Prahd: 1d20 + 5 ⇒ (8) + 5 = 13
Bardos: 1d20 + 5 ⇒ (9) + 5 = 14
Thorthal: 1d20 + 2 ⇒ (9) + 2 = 11
Skelly1: 1d20 + 6 ⇒ (8) + 6 = 14
Skelly2: 1d20 + 6 ⇒ (5) + 6 = 11
Skelly3: 1d20 + 6 ⇒ (7) + 6 = 13

Haer Kul
Skeleton1
Bardos
Skeleton3
Prahd
Skeleton2
Thorthal
Petronicus
Morgrom

map pending...done. Note that these are all burning skeletons, even if they don't show that way on the map.


Male Elder GM

If anybody feels they would've accompanied Morgrom, let me know and I will adjust the map.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

I retroactively brought several buckets of water from the sheriff's office. ;-P I actually prefer that the mule is across the river than at the house.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus would have followed a little more closely behind Mogrom. Maybe 30 feet as he had to pick up the tuning fork.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I'm good with the mule across the river.

My opinion: I would suggest that Thorthal, Prahd, and Bardos get the other cure light wounds potions, and whoever has the worst swim check should get the elixir of swimming for now.

Haer Kul will be 20ish feet back from Morgrom (still on the road). On his turn, he will draw and load his sling.


Male Elder GM

I have altered the map so the rest of the party is closer, but still on the road.
I also retroactively turned the water in Prahd's buckets to gasoline.

Haer Kul eyes the skeleton's warily and loads his sling.

One of the burning skeletons closes with Morgrom and claws at him, scrabbling unsuccessfully at his armour.
claw: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7

Morgrom sees that the skeleton is wearing a bejeweled golden holy symbol. He is also now within the flaming aura of the undead.

Bardos
Skeleton 3
Prahd
Skeleton 2

Morgrom:
When you give me Morgrom's action, please include a Reflex save for every skeleton he is adjacent to.


Male Elder GM

Petronicus:
Petronicus is aware that skeletons only take full damage from bludgeoning weapons. He also knows that burning skeletons are immune to fire and vulnerable to cold, and that they emit a burst of flame when destroyed.

Prahd:
Prahd is aware that skeletons only take full damage from bludgeoning weapons. He also knows that burning skeletons are immune to fire and vulnerable to cold, and that they emit a burst of flame when destroyed.

Morgrom:
Morgrom is aware that skeletons only take full damage from bludgeoning weapons. He knows that most skeletons are immune to cold, but suspects these ones are immune to flame instead.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

On my action:
Prahd shifts one space to get the best angle on one of the skeletons, preferably one not currently engaged with an ally.If there is an option to do this and be adjacent to two allies, I will do that. He looses two bolts in quick succession, working the mechanism of his crossbow with smooth precision.

first bolt: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 41d10 ⇒ 10
second bolt: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 181d10 ⇒ 2

The first shot narrowly misses Mogrom's head, and the second passes harmlessly through the skeleton's empty midsection. (I'm guessing)

"Slings and cold magic are the ticket here. Try not to get close!"


Note to other players, Prahd says something potentially useful!
Potion of CLW added to equipment.


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

Thorthal will be delaying until after Morgrom acts.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Neil:
Knowledge(Religion): 1d20 + 4 ⇒ (6) + 4 = 10 for the holy symbol


Male Elder GM

Morgrom:
It's a holy symbol of Erastil: a knocked bow.


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos steps forward (K14) loading his sling. He fires a sling bullet at one of the burning skeletons (#3).

Sling Bullet: 1d20 + 1 ⇒ (15) + 1 = 161d4 + 3 ⇒ (1) + 3 = 4


Male Elder GM

Bardos cannot see #3 from K14 (wall), but he can from J15.

Bardos' sling bullet strikes home with a crack, but the skeleton is not slowed in its advance. It scrambles out of the church and attacks Morgrom. Its claws sink deep into his flesh of his arm, and the flames char and crack his skin.
1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 4 damage + 3 fire damage

Prahd provides some advice to the party, then demonstrates what happens when the advice is not followed, as 2 bolts go astray.

The third skeleton circles around and runs out until it is next to Thorthal.

Will update map in a few hours. #3 is at G10, #2 at J12. Prahd is at I14.

Petronicus
Morgrom
Thorthal
Haer Kul

Morgrom, Thorthal: please make a Reflex save for each skeleton you are adjacent to


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Reflex: 1d20 + 3 ⇒ (17) + 3 = 20


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6

Thorthal's Action:
Thorthal will concentrate for a couple seconds and gain the use of Power Attack for a minute. He will then use said feat as he attempts to slam his shield through the adjacent skeleton's rib cage.

Shield Bash: 1d20 + 3 ⇒ (18) + 3 = 21Damage: 1d3 + 5 ⇒ (3) + 5 = 8Confirmation: 1d20 + 3 ⇒ (9) + 3 = 12Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Armour Class is now 15 due to shield bashing.

There was also the earlier potion, which I wasn't sure if it ended up going to me or not. Of the 4, I will assume I have 1, if that is ok with everyone else.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus pulls out a scroll and moves to M11 without passing within reach of the skeleton.


Male Elder GM

As Petronicus moves, Morgrom is burnt by the fiery auras of the skeletons and falls to the ground.
2d6 ⇒ (3, 6) = 9

After being burnt, Thorthal smashes his foe to pieces with his shield, unleashing a burst of flame.
aura: 1d6 ⇒ 3burst: 1d6 ⇒ 1
Thorthal takes 4 points of fire damage

The group can now all see that destroying a skeleton next to Morgrom will further damage him, but so will any skeletons remaining next to him.

Haer Kul
Skeleton 1
Bardos
Skeleton 3
Prahd


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"We need to draw them away from Morgrom or he will be lost!"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul realizes he is not fast enough or strong enough to get to Morgrom and pull him away from the skeletons.

So he will ready a ranged attack with his sling, firing when a skeleton has moved away from Morgrom, before it can close with another party member. Attack: 1d20 + 3 ⇒ (6) + 3 = 9, damage: 1d3 - 1 ⇒ (3) - 1 = 2.

Haer Kul looks disappointedly at his obviously defective sling.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I should have said this, but if Haer Kul needs to move to the side to get clear line of sight to both skeletons adjacent to Morgrom, he will do that before readying. He won't move closer to the skeletons.


Male Elder GM

Fortunately, the skeletons seem to have no further interest in Morgrom, and one move towards the rest of the group.

Unfortunately, Haer Kul's sling fires wide as it approaches Thorthal.
claw: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12

It misses with its claw, but Thorthal is due for more burning.

Thorthal:
The skeleton is wearing a bejeweled golden holy symbol depicting a bow.

Bardos
Skeleton 3
Prahd
Petronicus
Morgrom... oops
Thorthal
Haer Kul


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Did Morgrom fail both saves, or were those for something else?


Male Elder GM
Prahd Goatsfoot wrote:
Did Morgrom fail both saves, or were those for something else?

It was my mistake: no save for the aura, just for the burst.

Contributor

Is it weird that I am reassured that there is no save, rather than that the save is higher than 20?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

On his turn Haer Kul will reload the sling and ready another ranged attack at any skeleton as soon as it is not adjacent to an ally.


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos loads and fires his sling again at the skeleton he attacked the first time:

Sling Bullet: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 3 ⇒ (1) + 3 = 4


Male Elder GM

Bardos' shot goes whizzing past the skeleton standing over Morgrom. Its head swivels, then the skeleton clatters towards Prahd.
claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8
The undead's claw is ineffective, but now Prahd stands within its flaming aura.

Bardos:
In waves, you sense a cycle of despair leading to anger.

Morgrom:
Please give me a stabilization check in a spoiler: 1d20+Con bonus

Prahd
Petronicus
Thorthal
Haer Kul (stated)


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Prahd drops his crossbow and readies his morningstar, then attempts to smash the skeleton in front of him.

morningstar: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1 ⇒ (5) + 1 = 6confirm crit: 1d20 + 2 ⇒ (3) + 2 = 51d8 + 1 ⇒ (3) + 1 = 4

He then steps back to give Bardos and Haer Kul a better line of attack (J14).


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus moves to I9, avoiding the reach of the burning skeleton.

"Apologies friend, as I don't doubt this will give you terrible dreams".

He uses his scroll to cast Infernal Healing on Morgrom.


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

"Ma beard is burnin' up, A donae think A can take much mair o this heat."

Thorthal attempts to smash his shield through the adjacent skeletons knee caps, powerfully.

Shield Bash: 1d20 + 3 ⇒ (4) + 3 = 7Damage: 1d3 + 5 ⇒ (3) + 5 = 8Confirmation: 1d20 + 3 ⇒ (4) + 3 = 7Damage: 1d3 + 5 ⇒ (1) + 5 = 6

Reflex, if needed: 1d20 + 4 ⇒ (2) + 4 = 6

Thorthal steps to M12 after his unsuccessful attempt to remove the skeletons kneecaps. AC remains at 15 due to shield bash.


Male Elder GM

Prahd's blow shatters the skeleton, and it erupts in a blast of flame.
burst: 1d6 ⇒ 5
Prahd: Reflex save for half

Morgrom stabilizes, and his wounds begin closing.

Before Thorthal can strike, he is burned by the skeleton's aura.
aura: 1d6 ⇒ 1

For some reason, the remaining skeleton does not follow up, but instead closes with Petronicus as it is missed by Thorthal's swing. Edit: Sorry, I missed Haer Kul's attack.sling: 1d20 + 3 ⇒ (19) + 3 = 221d3 ⇒ 2
Haer Kul strikes it, but does not stop its attack.
claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
It savagely strikes him down where he kneels to aid the half-orc.

Bardos
Prahd
Petronicus - stabilization
Thorthal
Haer Kul
Jerk Skeleton


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9 ouch!


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

My action:
Prahd charges the last skeleton.
morningstar: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 51d8 + 1 ⇒ (5) + 1 = 6
Whoops...


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

My Rolls:

Stabilization Roll: 1d20 + 1 ⇒ (5) + 1 = 6

Reflex Save (when needed): 1d20 - 5 ⇒ (2) - 5 = -3


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Don't know if it matters, but -1 damage on Haer Kul's last attack

On his turn: Haer Kul moves to get a clear shot (L15 looks good), and readies a ranged attack with the sling firing when the remaining skeleton is no longer adjacent to any ally. Sling: 1d20 + 3 ⇒ (20) + 3 = 23, damage: 1d3 - 1 ⇒ (3) - 1 = 2, confirm crit: 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d3 - 1 ⇒ (1) - 1 = 0.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Go ahead and hit it even if it's beside me."

Sovereign Court

1 person marked this as a favorite.

This is the most drawn out nearly certain character death I have ever had to endure. Haha.


Male Elder GM

Haer Kul:
Prahd will be adjacent to the skeleton before your action. If you wish, you may attack with the same rolls.


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos steps around Prahd, loading his sling again. He fires another bullet at the final skeleton.

Sling Bullet: 1d20 + 1 ⇒ (1) + 1 = 21d4 + 3 ⇒ (4) + 3 = 7


Male Elder GM

Bardos sling bullet lands behind him before he releases the shot.
Prahd charges the skeleton, but his morningstar swings wide.

Petronicus is further scorched where he lies on the ground.
aura: 1d6 ⇒ 6
There is a crack and a whistling noise from the wizard's body, similar to the sound of a boiling shellfish.

Morgrom's burn fades slightly. 1 hp back

Thorthal
Haer Kul
Death on legs
Bardos
Prahd
Petronicus


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

Thorthal says a couple of words quietly in a non common language.

Speech in Dwarven:
Torag, bless my shield.

"Deenae worry aboot me, jist kill it."

Thorthal proceeds to J9, holding his shield towards the skeleton as he provokes an attack from K10. If he makes it there, he attempts to drag Petronicus out of melee. If a bull rush is needed to accomplish this in a round, he will do so, though he will take care not to injure him. If he can end up out of melee after he moves Petronicus he will attempt that as well.

Combat Maneuver if needed: 1d20 + 4 ⇒ (15) + 4 = 19


Sorry about that, I probably shouldn't have disengaged from the skeleton.


Male Elder GM

The skeleton claws at Thorthal as he stoops to grab Petronicus.
claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
The dwarf receives a horrific wound from the monster. Undeterred, we drags the wizard back out of the fight, then collapses from the exertion.

Thorthal:
I applied the drag maneuvre, but angled away. I assumed you would do it even tho you were staggered.

Haer Kul's damage is insufficient to drop the skeleton. HK can still switch to taking the attack if he wishes, but I'll carry on.

The skeleton turns on the adjacent crossbowman, and unleashes its full attack.
claws: 1d20 + 2 ⇒ (7) + 2 = 91d4 + 2 + 1d6 ⇒ (1) + 2 + (6) = 91d20 + 2 ⇒ (12) + 2 = 141d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
For once, its fury is unsatisfied.

Bardos
Prahd
Petronicus (stabilization and spell)
Thorthal (stabilization)
Haer Kul
Really hope we don't get to this point

Don't worry. Even in the case of a TPK, there is a plan.


Male Elder GM

Relevant Link


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Prahd steps diagonally (I9) to open up the slingers' line of attack and put himself a bit more between the skeleton and his fallen companions. He then takes what he guesses may be his final attack.

Morningstar: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 1 ⇒ (7) + 1 = 8
wtf. I am glad we are not using fumble rules.


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos steps in front of Haer Kul, loading his sling, he fires another sling bullet at the skeleton.

Desperation Sling Bullet: 1d20 + 1 ⇒ (7) + 1 = 81d4 + 3 ⇒ (1) + 3 = 4


Male Elder GM

Prahd is burned by the skeleton's aura.
aura: 1d6 ⇒ 3
All of the group can now see that the skeleton is wearing a golden holy symbol of a bow.

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