Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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A killer GM with a killer smile.

I'm back!

Initiative 1: 1d20 ⇒ 9
Initiative: 15 = 15

Initiative order: Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

The hall before you continues to rattle, the clicking noises as the skeletons begin to draw together again and stand, and in some cases completely reassemble, forms an odd percussion, in rhythm to the mournful sound of that distant flute.

The view from the small room in which you stand is limited. Only two or three of you can position yourselves to see out at once. Some small slivers of light come in through the cells on the west wall, where minuscule windows are mounted high up on the walls. Otherwise, all is dim.

Within a short time skeletons start to amble out of their cells, while others begin to bang at the doors of cell-doors that have not come open over the years. Those that are free shuttle forward with odd, staccato steps, bare bone heels clicking on the floor. As they come, some bend to scoop up whatever is at hand that might serve as a weapon; a length of prison bar, a chair leg, a chain ending in a manacle…

None are equipped with range weapons, and it will take them a few rounds to organize and approach your holdout. As mentioned, and visible on the map, the doorway is only a standard door, and only one person can stand there, with another directly behind him (Where Valachi and Ember are pictured now.) Someone may stand beside the point person (Father’s pic) and have melee access (but with cover) to anyone standing outside the door. Someone behind them will be able to see a partial view of the hall. The others will likely have little or no view of the fight. Please figure out who you would like in each position. If anyone wishes to make range attacks while you wait for them to approach, let me know.

Map. Same one as before, just to have it on this page.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will move 2 back next to Ember and ready a bomb to throw at a group of dead.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia doesn't see any enemies from where she, so she Delays. Father will only leave the room if one of the other front-liners do, so he will likely Delay as well.


Male Human Wizard-3

Alistair will take some pot shots with some disrupt undead rays as they approach, hanging as far back as he can while keep line of sight.

Attack Rolls:
Not sure how many ray attacks can be made before they get to us, so here are some rolls, use however many you need.

To-Hit: 1d20 + 3 ⇒ (13) + 3 = 16
Dmg: 1d6 ⇒ 5

To-Hit: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg: 1d6 ⇒ 1

To-Hit: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 ⇒ 3

To-Hit: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg: 1d6 ⇒ 2


A killer GM with a killer smile.

As the creatures start to shamble out of their cells, skeletons in a variety of states can be seen. Some have the odd bits of flesh or old clothing still attached to them, but most are bare bone, picked clean over the years by rats and the small birds that could make it in through the tiny high windows.

Some of the cell doors have not yet given out to age, and hold the beasts within. They rattle and shove at their doors, and old rust and loose mortar is shaken off every moment. Some of those doors will doubtlessly give in before long.

As they move slowly forward, the bones first start to steam, and then slowly, flames lick up their longbones, and then fire takes them completely. Burning, flaming, they continue to walk forward, unharmed by their own fires. Beyond the odd music that still plays, a quiet chorus, almost like voices screaming in the fires, can almost be heard. But then, it might just be your imagination.

Alistair squeezes to the front for a moment to watch them approach, but only has time for one shot before the encroaching skeletons urge him backwards so the warriors can press to the front.

As they assemble, Ried throws a bomb into their midst. Attack: 1d20 + 4 ⇒ (17) + 4 = 211d8 ⇒ 2. The bomb explodes on one of the flaming monsters, but other than staggering it for a second, seems to do little damage, and less to those around it.

The first of the skeletons walks out onto the patch of grease created by Ried's wand (Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10) but does not fall, and then more follow. 1d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (2) + 2 = 4. The forth one onto the grease falls.

MAP

Round 1:

Initiative order: Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

Actions Please.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

From her vantage point back in the corner, Delia is able to just make out the space behind the group. "Priho Ditieh Minyeh Pohmoach, Suh Baki." She calls for aid, but unlike her usual request of the eagles, she asks for allies that just may like to chew on the bony threat. The golden pelted animals appear, and some more than others, nip at the skeletal remains standing before them.

Standard, Summon Monster II, 1d3 ⇒ 3 1st level Celestial dogs at the square of -L/15.
Dog 1 in -L/15, swift Smite evil, attack skeleton in -L/14 1d20 + 4 ⇒ (3) + 4 = 7 if it hits 1d4 + 3 ⇒ (3) + 3 = 6 +1 if evil
Dog 2 in -L/16, swift Smite evil, attack skeleton in -K/15 1d20 + 4 ⇒ (13) + 4 = 17 if it hits 1d4 + 3 ⇒ (3) + 3 = 6 +1 if evil
Dog 3 in -K/16, swift Smite evil, attack skeleton in -K/15 1d20 + 4 ⇒ (10) + 4 = 14 if it hits 1d4 + 3 ⇒ (1) + 3 = 4 +1 if evil.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father, waiting until they were closer, strikes out at the first one within his reach. He swings his big inhuman fist at the skeleton in the doorway, but the tight space they are all in restricts his movements, and causes him to make an awkward swipe.

Standard, attack Skele in -L/12, 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 (accounting for cover)


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried throws another bomb at the skeleton at K13.

To hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 4 ⇒ (2) + 4 = 6, splash 5 (DC15 Ref Save for half)


Male Human Wizard-3

With a lack of options in the back, Alistair lets loose another ray of undead annulling energy at the skeleton trying to push through the door.

To Hit: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 Touch attack, also accounting for cover
Damage: 1d6 ⇒ 5


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 1

Valachi holds the breech, attacking the nearest skeleton with his claws.

Claw 1: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8; Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Claw 2: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27; Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Confirm Critical: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12; Extra Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember channels Pharasma's power to harm the undead.

Damage: 2d6 ⇒ (4, 4) = 8; DC13 save to 1/2 damage


A killer GM with a killer smile.

Round 1:

Kendra Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Initiative order: Kendra, Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

Kendra, being unable to see well enough to get a good shot with her spells, prepares a Disrupt Undead blast should one come into view.

Delia uses her special talents and brings three dogs to nip at the heels of the skeletons. One of them manages to strike (L16), and its bite tears the skeleton's leg apart, which causes the rest of it to fall to shambles. The dog is burned by the flames surrounding the monster, Damage: 1d6 ⇒ 6. The flames that encompassed the monster unfortunately seem to expand in the absence of the creature they seemed to consume, andthen they explode outwards. Damage: 1d6 ⇒ 1, Reflex Saves: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (3) + 3 = 6. The first two seem to be able to get away from most of the fire, but the last is caught by some modest licks.

Valachi tears into the closest of the burning skeletons. His second claw digs into the face of one and the force of his blow crushes the flaming skull. Pieces of bone splinter and fly in all directions. As before, the flames burn hot as Valachi's hands enter them, and once again he is burned. 1d6 ⇒ 2. Once destroyed, the flames well out and flash outwards, threatening to burn Valachi again, and Father at his side, though he is partially shielded by the wall. V Ref save: 1d20 + 4 ⇒ (18) + 4 = 22, Father Ref save: 1d20 + 1 ⇒ (20) + 1 = 21; Damage: 1d6 ⇒ 6. Valachi covers his face in time, and Father manages to squeeze himself against the wall, avoiding the flames entirely. Valachi takes 6 +1 Non-lethal.

Father swings at one of the lead creature’s with his arm, but is unable to reach any.

Alistair unleashes a blast of magic energy, but is unable to hit any of the undead due to the extreme angle.

Ember brings forth her holy symbol and utters a prayer to the lady of graves. White light flows out, washing over the skeletons. Saves: 1d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (2) + 2 = 4. Already injured by Ried's first bomb, the channeling wipes out most of those that remain. Only one remains in close proximity; out near the dogs.

Agnar, unable to reach anyone, stands firm, itching to get closer to the monsters.

Ried lacks the angle to be able to see his the last skeleton, and decides to save his bomb. As there is only one left, I thought you would not want to waste it.

The last skeleton standing attacks one of the dogs, with finger bones that are rubbed down to jagged claws. 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (20) + 2 = 22, Confirm: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10. It tears viciously at the dog, the flames burning it as it attacks. The dog yelps once, and then fades as it dies.

Down the hall, several doors manage to bang open at last, and three or four more skeletons start making their way towards the group.

The flapping noise that was heard earlier starts to resolve as a group of stirges, like those that appeared at the councilman's house, appear headed closer. Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

A louder, more impressive flapping sound comes not from within the prison, but from without. A massive stirge, the size of a halfling, drops down from above to hover near the door of the east balcony. With its long proboscis twitching it seems to eye Alistair hungrily. Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

MAP

Round 2:

New Initiative Order: Stirge, Giant Stirge, Kendra, Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.


A killer GM with a killer smile.

Round 2: Beginning

As they act first, I'll finish out the first few actions of the second round.

The stirges advance, lining up around the door to attack. One tries to move through the door to get into the space above Valachi's head. (Provoking an AoO from Valachi: 1d20 + 5 ⇒ (7) + 5 = 12). Valachi swings at it with a claw, but he misses it amid the flurry of wings. The lead stirge outside the door moves to attach itself to Valachi. 1d20 + 7 ⇒ (1) + 7 = 8. However, it fails to get a grip on him.

The Giant stirge outside the door moves ominously towards Alistair, planning bite him and latch on. 1d20 + 8 ⇒ (12) + 8 = 20, Damage: 1d4 - 1 ⇒ (1) - 1 = 0, Grab: 1d20 + 6 ⇒ (3) + 6 = 9. The bite is light, inflicting only a mild nick (1 pt Non-lethal), and it fails to get a grip.

Kendra gives off a brief scream as she sees a stirge slip past Valachi and enter the small room. She rapidly recovers though and throws an acid orb at the monster. 1d20 + 2 ⇒ (20) + 2 = 22;Confirm: 1d20 + 2 ⇒ (12) + 2 = 14;Damage: 1d3 ⇒ 3

Valachi, make a will save when you post your action, please.

Map mid-round 2


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried repeats his earlier attempt and throws a bomb at that same spot, K13

To hit: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 4 ⇒ (3) + 4 = 7 direct hit + splash 5 (DC15 Ref Save for half)


Male Human Wizard-3

So I am a bit confused, I seem to be getting attack by a stirge, but,
1. I am in the rear of the formation, and
2. I can't see what's going on near my character since the map cuts off.
As it says I am getting attacked I am going to react in that fashion.

Alistair flinches from the attack, the sting of the stirges bite a small, bright flare of pain. This causes him to pull his knife and stab at the creature.
1d20 + 4 ⇒ (8) + 4 = 12
1d4 + 2 ⇒ (2) + 2 = 4


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Will Save: 1d20 + 3 ⇒ (14) + 3 = 17

Growling, Valachi moves out of the room and around the corner, attacking the approaching undead there.

Move to L-13; attack L-14.

Claw: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13; Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


A killer GM with a killer smile.

You'd need a acrobatics check to move across the grease spell, not to mention drawing about 5 or 6 AoO's from the stirges. Sure you want I do that?


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Oh! I was looking at an old map... redirect full attack on the nearest stirge!

2nd Claw: 1d20 + 5 ⇒ (8) + 5 = 13; Damage: 1d6 + 2 ⇒ (6) + 2 = 8


A killer GM with a killer smile.

Oh, and to clarify for Alistair. You are in the back, but you are the closest to the outside door as well. The giant stirge came down from up above somewhere (the tower), dropping down to the balcony, and attacking you from behind. Is anyone else having problems with the map?


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

One of the remaining dogs moves in to snarl and snap at the last skeleton, but the other rushes off toward the new arrival. He makes a good show, but doesn't affect it.

Dog 2 [8 HP, 13 AC] (-L/16) attacks the skeleton 1d20 + 4 ⇒ (11) + 4 = 15, (if it hits) damage 1d4 + 4 ⇒ (2) + 4 = 6
Dog 3 [7 HP, 13 AC] (-K/16), moves to (-I/15) attacks the skeleton 1d20 + 4 ⇒ (4) + 4 = 8

Not expecting the big nasty creature to swoop down on Alistair from the back door, Delia lets out a little yelp of surprise. She knows what comes next, and redirects Father, "You stay there, help get all the rest of those things, I'm sure Alistair and I can get this. Brosoke Kislotie!" With that she coalesces her usual ball of acid, before throwing it at the thing.

Yay, corner. She doesn't provoke from it for casting.
Acid Splash at Giant Stirge (ranged touch, but in melee) 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, (on a hit) damage 1d3 ⇒ 3


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father scowls at the idea that he not come to Delia's aid, but there are more enemies where he is at presently. He strikes out again, but his swing is still hindered by the confines of the room.

Attack the nearest Stirge, 1d20 + 4 ⇒ (2) + 4 = 6


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember attacks the stirge on Valachi, striking out with her mace.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6


A killer GM with a killer smile.

Round 2: Conclusion

Initiative Order: Stirge, Giant Stirge, Kendra, Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

Delia throws an acid orb at the giant flying vermin, hitting it, and evoking a hissing and burning from the thing's carapace. Her dogs move in to attack skeletons, but both prove wary of the flames on the skeleton's bones, and neither can get purchase for their attack.

Valachi shudders, feeling a chill like some creature had walked over his grave. However, he shakes off the affect and goes on the attack. He claws at the stirge before him, but the tiny thing proves wily, and his attacks miss.

Father flails at one of the flying creatures, but comes nowhere close, the fast moving creature gone from the space he attacks before his blow gets there.

Alistair, shocked and surprised by the appearance of the giant stirge, draws a knife and slashes. Like the insect it resembles, it anticipates the blow, and flutters out of the arch of the blade.

Ember reaches up to attack the stirge fluttering above Valachi's head. Like her companions, her attack is frustrated by the preternatural instincts of the flying vermin before her.

Agnar, being unable to reach any of his foes, grabs the surprised wizard Alistair, and pulls him back, while rushing forward into the spot he occupied a moment ago. (Reposition maneuver - non-resisting opponent)

Ried throws his third bomb of the day. It misses the stirge at which he aimed, but sprays its acid payload about, nonetheless. It hits the skeleton next to it, and the thing crumples. The stirges have the acid coat their wings, and as it burns, they drop to the ground, flailing and dying. Kills the stirges in L12, K12, L13, and K13.

The Skeletons continue to advance, a few more breaking open their cell doors. One steps forward and attacks Valachi. Claw: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (8) + 2 = 10. One of the claws lands, tearing the dark man's skin and scorching him besides. Damage: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8. The skeleton down the hall attacked by the dog (H15) attacks the canine in kind. Claw: 1d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (16) + 2 = 18. It lands both claws, and tears the dog apart before its remains fade and vanish.

Round 3

The stirges continue to swarm, unconcerned that half of their number or more are now dead and melting. The one above Valachi moves to attach to him again. 1d20 + 7 ⇒ (14) + 7 = 21. It grasps onto him with barbed feet and holds fast, and it sinks its long proboscis into the bare flesh near the nape of his neck. (Take 1 Con damage) The thing's belly starts to turn red as it feeds. The second in the hall moves in and attacks the shifter as well. 1d20 + 7 ⇒ (11) + 7 = 18. This one attaches to his chest, and likewise starts to feed. (take a second point of Con damage. Sorry.)

The giant stirge outside eyes the large barbarian before it without concern, and again attempts to attach. 1d20 + 8 ⇒ (20) + 8 = 28, Confirm: 1d20 + 8 ⇒ (3) + 8 = 11, Grab: 1d20 + 6 ⇒ (6) + 6 = 12, Damage: 1d4 - 1 ⇒ (3) - 1 = 2. It hits the large man with it's nose and draws blood, but fails to be able to latch on to his heavily armoured frame.

Kendra hesitates, not wanting to hit Valachi with her acid orb. Instead she spins and tosses it at the giant one outside. 1d20 + 2 ⇒ (4) + 2 = 6. The orb goes long, and lands with a sizzle on the stones outside.

Something is wrong with my map program at the moment, so no update there just yet. I will try to get it figured out, and post a map asap.

Actions please


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Dunno what program you use, but Valachi and I use MapTools which works fairly consistenly. I have noticed I can't pull up your maps on my phone for whatever reason

Ried switches to crossbow and fires at the nearest small bird.

To hit: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d10 ⇒ 10


A killer GM with a killer smile.

Stirges are more like giant mosquitoes with leathery wings than birds.

I use MapTools as well. The problem was probably not MapTools, but the computer I was using to run it. My home laptop is starting to show its age (got it in 2009), and it's pretty finicky. When I run MapTools on it, sometimes it won't open the Campaign file, or will open an old version. I usually run it from my work computer which is much more reliable.

MAP

Any suggestions on how to make the map more usable by all folk. I noticed as well that the maps don't always show on my phone or Ipad either. Right now it is being shared as a standard Google Drive picture. If you have tried another way of hosting that works better, let me know.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

I use Picasa. Will have to check on what others use.


A killer GM with a killer smile.

Here's a stirge: Link


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 3

Growling, Valachi grabs one of the stirges sucking his blood and rips it to shreds.

Fighting defensively: +2 dodge to AC

Claw: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4; Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15; Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Male Human Wizard-3

Seeing Valachi being drained by two of these creatures, Alistair lets loose a spark, attempting to knock the creature off his neck.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d3 ⇒ 2

Question about ranged penalties posted in discussion thread.


A killer GM with a killer smile.

We're off to a slow start on our revitalized campaign so far. I'll update in a few hours, autopiloting anyone who has not yet posted.

I think to keep things moving, I will do the following. If someone fails to post for a round, I will play out their most likely action (autopilot). If they miss two rounds in a row, they will start being wracked with indecision, and their turn will pass with no action. This will continue until they check back in with a posted action for the present round. (This won't apply in situations where people have checked in about upcoming/expected absences, of course.)


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember again tries to strike at the stirges attacking Vakachi.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

For maps, in my campaigns, I post them on Flikr. I've also had GM's use dabbleboard. Both allow posting the picture. Dabbleboard is nice because it allows people to move their own pieces, but have seen it hiccup for a few days at a time.

The remaining dog rushes into the gap where the skeleton was, and attacks the nearest one in the doorway attacking Valachi. He snaps at one of the creatures leg bones.

Dog 2 [8 HP, 13 AC] (-L/15) attacks the skeleton in (-L/13) 1d20 + 4 ⇒ (13) + 4 = 17, (if it hits) damage 1d4 + 4 ⇒ (1) + 4 = 5

Delia once again just tries to lob a globule at the big ugly stirge.

Acid Splash at Giant Stirge (ranged touch) 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, (on a hit) damage 1d3 ⇒ 1


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

With so many others able to help Valachi with the bat things, he tries to remove some of the bigger things in the doorway. He grows frustrated at his inability to connect with anything around him.

Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9


A killer GM with a killer smile.

Ended up busy with unscheduled business. Here is the next round summary.

Round 3:

Initiative Order: Stirge, Giant Stirge, Kendra, Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

Delia throws her ball of acid, striking the stirge with a hiss. Her last remaining dog leaps forward to attack one of the skeletons, he strikes the thing, teeth tearing, but they are unable to do damage to the hard bones. Think I've been forgetting to factor in their DR. The strike burns the dog however. Damage: 1d6 ⇒ 4

Valachi grabs one of the stirges, and pulling it free of his body, crushes it between his claws.

Father reaches around the corner of the door, trying to hit the skeleton in the doorway. However, the thing is just out of reach and his blow falls short.

Alistair throws a spark, but misses the creature clinging to Valachi. It missed Touch AC regardless of the into melee question.

Ember swings at the stirge on Valachi's back, but can't nail down the little critter.

Agnar Save: 1d20 + 3 ⇒ (13) + 3 = 16 feels a chill run through him, but ignores it. He brings up his sword to attack the giant bloodsucker in front of him. PA: 1d20 + 7 ⇒ (2) + 7 = 92d6 + 9 ⇒ (5, 6) + 9 = 20. A mighty swing whips past the creature, but fails to connect.

Ried draws his crossbow and fires a shot at the stirge upon Valachi, but misses the creature.

The rest of the Skeletons down the halls, bringing the number Valachi can see to seven. Those closest to him attempt to rake him with bony claws.
-L12: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (10) + 2 = 12Damage: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
-L11: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 151d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
-L13: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 51d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13
Two of them hit him with one claw each, slashing and burning him ferociously. (17 damage total, dropping him to 5 HP)

Round 4:

The stirge upon Valachi continues to suck his blood. (1 Con damage, dropping his HP total by 3, and his HP therefore to 2.

The giant stirge resumes its attack on Agnar. 1d20 + 8 ⇒ (6) + 8 = 14 This time its strike is impeded by the man's metal garb.

Kendra throws her orb of acid at the stirge upon Valachi. 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12. It misses.

Actions please.

MAP


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember sees that Valachi is in danger of death, and casts a healing spell upon him.

Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 3) + 3 = 13


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

My AC is currently 16... they should have all missed.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Those skeletons are begging for another bomb!

Touch Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 + 5 splash damage (DC15 for half on splash)


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }
Ried Wil o' Wisp wrote:
Those skeletons are begging for another bomb!

Uh oh!


A killer GM with a killer smile.

I missed the fighting defensively part of your previous post. Sorry about that. You were not hit. Ember, you can change your action if you want to.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Agnar grunts as he misses bringing his sword around again to attack hoping this time to hit and hopefully killing the thing before trying to help the others.

Power Attack and Damage Roll:
1d20 + 7 ⇒ (20) + 7 = 27
2d6 + 9 ⇒ (2, 4) + 9 = 15

Crit Confirm
1d20 + 7 ⇒ (4) + 7 = 11
2d6 + 9 ⇒ (5, 5) + 9 = 19


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)
Rigor Rictus wrote:
Think I've been forgetting to factor in their DR.

Bite as a natural attack counts as Blunt/Piercing/Slashing. So unless they have a different DR, it should satisfy the Blunt requirement.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

The dog continues its harrying of the skeletons, biting hard.

Dog 2 [4 HP, 13 AC] (-L/15) attacks the skeleton in (-L/13) 1d20 + 4 ⇒ (18) + 4 = 22, (if it hits) damage 1d4 + 4 ⇒ (4) + 4 = 8

Delia has nothing much more than her continued lobbing of acid. Not watching what the dogs are doing, but still at least hearing it barking, she knows that she can't call on any more help.

Acid Splash at Giant Stirge (ranged touch) 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, (on a hit) damage 1d3 ⇒ 1


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father's frustration comes to a head. He growls before hauling back and throwing his all into a single punch at the leading skeleton.

Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, crit confirm 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, damage 2d10 + 8 ⇒ (5, 9) + 8 = 22 (blunt)


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Changing action

Ember swings at the other stirge attacking Valachi.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


A killer GM with a killer smile.

Round 3: Amendment

The dog attacks the skeleton, tearing and ripping at a leg bone. It tears it free, and the skeleton collapses into pieces. Mere moments later, the fire wells up and lashes outwards. Save: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 6. The dog jumps and turns its head to shield itself from the sudden flames. (He should still have 1 HP).
I'm not sure whether to be intrigued or annoyed the way there is always some new little detail of this game you can remain unaware of. I don't think I'd ever seen the table on what kind of damage natural attacks did. I assumed bites were slashing damage, as well as claws, but apparently claws do blunt and slashing, making them good anti-skeleton weapons as well. In any event, please continue to point out such oversights when they occur; it helps improve my knowledge of the game.

Round 4:

Initiative Order: Stirge, Giant Stirge, Kendra, Haunt, Delia, Valachi, Father, Alistair, Ember, Agnar, Reid, Skeletons.

Delia throws an acid splash at the giant stirge and hits, causing another hissing, burning sound. Her dog turns, attacking the next skeleton, destroying it as well. The fire however kills the dog even before the resulting explosion could take it. The view of it is lost in the flash of flame and then it is gone.

Valachi grabs at the last of the stirges, 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (17) + 5 = 221d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7and pulling it free of his body, crushes as he did the one before. It being full of his blood, gushes the red liquid, spraying those around it.

Father throws a heavy blow towards the lead skeleton, leaning in with his weight and smashing its skull and neck to powder. Fire: 1d6 ⇒ 1, Explosion: 1d6 ⇒ 2, Father's Save: 1d20 ⇒ 13, Valachi's Save: 1d20 ⇒ 14. Both Valachi and Father were able to anticipate the explosion this time, Valachi taking minimal heat from the fire (1 HP), and Father taking none as he ducks back behind the cover of the wall.

Alistair turns and sends his spark racing at the giant stirge. 1d20 + 3 ⇒ (8) + 3 = 11. The spark unfortunately misses.

Ember:
Will Save: 1d20 + 6 ⇒ (4) + 6 = 10 feels a cold presence coming close to her, and hears the fluter's music rise in intensity and volume. She becomes entranced, forgetting everything she just meant to do. Before her the image of a man appears, walking slowly towards her. He is hooded and cloaked, and bears a pipe in his hands, lifted to his lips. It is from him that the haunting melody comes. All around him, a veritible flock of stirges fly around him. In a bare moment she realizes that this is the dreaded Piper of Ilmarsh and that he is coming directly for her! Will Save: 1d20 + 6 ⇒ (17) + 6 = 23. She shakes off the dread that threatens to send her crawling inside of herself for refuge, but is still unable to move. She is subject to a Hold Person affect for 4 rounds

Agnar smashes his blade down on the giant stirge. The blow opens part of its abdomen and shears off a leg. Blood runs down its body, but its eyes never waiver from its prey.

Ried throw another of his bombs into the midst of new collection of skeletons. The throw is clumsy, and misses the skeletons, but the acid splashes out all around. 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (3) + 2 = 5. None escape the acid as it bursts forth, and one after another, they collapse and burst in fiery conflagrations.

Round 5:

The giant stirge fights on alone, seemingly without care that it is so devastatingly injured, or that it is now alone. It attacks Agnar again, hoping to latch on and feed. 1d20 + 7 ⇒ (7) + 7 = 14. Again his attack is denied.

Ried1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 feels a cold chill, as though something magical was trying to gain access to his mind, but he able to shake off the affect.

Kendra throws another orb of acid at the giant stirge. 1d20 + 3 ⇒ (6) + 3 = 9. However, it misses the buzzing beast.

Actions please.

MAP


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

"Hey, now! There's something else out there that we cannot see. Tried to get in my head. Anyone spot anything or see anything strange?" Ried squints in and peers around sniffing as well.

Perception: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 Additional bonus from mutagen (has scent)

Additionally, he drinks a potion of mage armor (Don't think I did that earlier)


Male Human Wizard-3

Alistair focuses his will concentrating on protecting his friends, an aura of protective magics springs up around him.

Protective ward giving all allies in 10' +1 deflection bonus to AC.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Keeping up his defensive stance, Valachi peeks around the corner into the main room.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Still having problems seeing the map at work. Not sure whether and where I need to summon more or not. I will try to find time to post when I get home.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Okay, maybe it wasn't a work issue. I just realized, the giant stirge is the only thing left.

Father decides that it seems clear enough that he will take the opportunity to step out and pick a better spot to fight from. He steps out of the room and put his back to the nearby corner. He scans the environs for the remaining enemy Reid mentioned.

Move to -L/11
Perception 1d20 + 4 ⇒ (8) + 4 = 12

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