Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


2,301 to 2,350 of 2,574 << first < prev | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | next > last >>

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

Can I also get a recap of where all the healing wands are ?


| 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 has 3 (one is almost empty).
Also 5 CLW potions and 1 CMW potion.


A killer GM with a killer smile.

Round 8

Initiative Order: Delia, Splatterman, Kendra, Alistair, Reid, Ember, Ant, Valachi, Elemental.

Delia Stabilization check - DC 12: 1d20 + 0 ⇒ (16) + 0 = 16. Delia stabilizes.

The Splatterman does not re-emerge. The quiet in the dank, crumbly dungeon is quite unnerving, as is the expection of the deadly spector to appear at any moment, and quite possibly kill someone.

Kendra Stabilization check - DC 14: 1d20 + 2 ⇒ (12) + 2 = 14 Kendra stabilizes.

Alistair completes casting his spell. A small fire elemental bursts into being just next to him. Upon hearing Alistair call for the book, he pulls off his pack and starts rifling through it to find the book. He stands a moment later, the moldy thing held in his hands. He opens it to a random page, searching for something of use. "What should I do with it? I can only read some of the spells!" he cries out desperately. As an afterthought, he waves at Valachi, cancelling the magic that made him larger. It was well intended; to make him fiercer in combat, but it ended up baring him from being able to reach the foe most of the time.

Ried cracks his smokestick and tosses it over to the injured members of his party, granting them some temporary cover.

Ember Stabilization check - DC 18: 1d20 + 5 ⇒ (10) + 5 = 15. Ember does not stabilize, and suffers another HP damage.

Valachi, now his regular size again, look about the chamber, waiting for the creature to appear again.

Round 9:

A strange creature, like the one Alistair summoned during the conflict with Gurtis Vortch, appears next to Alistair and his fire elemental. It is a disgusting, round blob of a thing, only vaguely humanoid in shape. It immediately begins to claw at Alistair, raking him with its hands. 1d20 + 2 ⇒ (14) + 2 = 161d4 ⇒ 11d20 + 2 ⇒ (6) + 2 = 8. The first of the attacks hits, drawing blood from the mage, but tis just a scratch. Again, of the Splatterman, there is no sign.

Knowledge Planes DC 11:
It's a Lemure, the least of devil kind.

Alistair stumbles back from the newly manifested monster to stand over Delia's crumpled form. He fumbles to bring out his crossbow, but holds his fire as the monster is now beyond his view, due to the smoke. The Fire Elemental swings at the blob creature with a fiery tendril. 1d20 + 4 ⇒ (18) + 4 = 22. The attack hits easily, but the creature seems entirely unaffected.

Ried, Valachi, and Delia's creatures may act, and Ember can make another Stabilization check.

Status:
Alistair 21/21 HP
Alistair 21/20 HP
Delia 18/-2 HP
Ember 21/-9 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Water Elemental 17/17 HP
Fire Elemental 11/11 HP

Lemure -0 HP
Splatterman -11 HP


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

Ried moves to Ember (I believe vanish expires this round) and pulls out her potion of CMW and pours it down her throat.

2d8 + 3 ⇒ (4, 5) + 3 = 12

As she comes around, Ried whispers "Stay quiet, you're in a smoke cloud I created. Delia and Kendra are down right near you. Heal Delia and yourself. I'll take one of the wands and get Kendra."


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

Valachi runs to stand over Kendra, slashing at the vile creature.

Acro to avoid AoO: 1d20 + 1 ⇒ (17) + 1 = 18
Claw: 1d20 + 6 ⇒ (17) + 6 = 23; Damage: 1d6 + 3 ⇒ (6) + 3 = 9


A killer GM with a killer smile.

Valachi: Don't forget about the difficult terrain. Each space counts as two spaces of movement. You could attack the creature by moving just west of the fire elemental, or get to Kendra by using a double move, but not both.

Edit: just double checked the rules and in difficult terrain, each diagonal move counts as three spaces of movement, so you would not be able to attack this round no matter where you move, as you couldn't reach a space you could reach him from. Keep in mind that using acrobatics to avoid AoO's also reduces you to half speed. That means it will take a full 60 ft of movement just to reach Kendra's space, but it should be possible.


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

Then have Alistair move the elemental after it attacks so I can move to engage.


A killer GM with a killer smile.

Allistair does not speak Ignan, so he cannot give the elemental any specific instructions. It will continue to attack his enemies, but cannot be directed, as such.


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)

Don't know whose Fire elemental is whose, so my water is attacking the nearest. Also, incorporeals cannot see through walls they're in without emerging, which provokes from readied.

Seeing no obvious enemy, but instead seeing an elemental of its most hated kind, the thing steps out of the room and hits the nearest burning entity. The ant, however, is still uncertain where the enemy went, and waits nearby for it to emerge once again.

Water elemental slam attack on nearest Fire elemental 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16, damage 1d6 + 9 ⇒ (6) + 9 = 15
Ant readies still.


A killer GM with a killer smile.

There is only one Fire Elemental, denoted by the pointy shaped cloud on the map. The "O" ring is the Lemure devil. You are correct that ghosts cannot see through walls, but just because he emerges in a place from which he can see the space he summoned the thing into does not mean you would be able to see him...


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)

Also, why would Alistair summon a Fire elemental, that he couldn't speak to, if I already had a water one I couldn't speak to out? It was not a question of whether we could see him summon, as much as why would he move if he couldn't see any threats where he was before?


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

Valachi moves 10 ft forward.


A killer GM with a killer smile.
Delia Pilachet wrote:
Also, why would Alistair summon a Fire elemental, that he couldn't speak to, if I already had a water one I couldn't speak to out? It was not a question of whether we could see him summon, as much as why would he move if he couldn't see any threats where he was before?

He summoned something because it's the only potentially useful spell he had left prepared, and a Fire Elemental because it is the only one on the whole list (other than Lightning), including non-elementals, that would actually be able to cause any damage to a incorporeal ghost.

As for your second question, I am not sure I understand it. If you are asking why the ghost moved through the wall instead of coming back out in the same spot, it was primarily because he saw you cast Magic Fang on the water Elemental, and that said elemental was moving into that room to attack him just before he disappeared into the wall. It threatened his space when he cast his last Magic Missile, requiring him to cast defensively, so he obviously knew there was a threat in that room. Like most wizards, he still loathes physical confrontations, and would not come out in the same place again unless he was intending to fight it, or felt confident ignoring it entirely (which he did up until magic fang was cast).

Does that explain it?


| 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 shakily stands. She reaches down to Delia and uses her Rebuke Death power.

Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP.
1d4 + 1 ⇒ (2) + 1 = 3


A killer GM with a killer smile.

Round 8

Initiative Order: Reid, Ember, Ant, Valachi, Elemental.

Ried moves to Ember's side, digs out her healing potion, and uses it to bring her round. Ember is brought up to 3 HP, and wakes up.

Ember stands leaning over Delia, uses her powers to help heal the injured young woman. Delia is brought up to 1 HP, and wakes up. Her first sight is of cloudy, acrid white smoke, and the somewhat indistinct figure of Alistair standing straddling her fallen form.

The Ant sits ready, waiting for the ghost to reappear.

Valachi moves forward.

The Water Elemental strikes at the fire elemental, snuffing it out in a flash of steam and smoke.

Round 9
Delia, Splatterman.

Delia is conscious with 1 HP, so she may act in this round.

Status:
Alistair 21/21 HP
Alistair 21/20 HP
Delia 18/1 HP
Ember 21/3 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Water Elemental 17/17 HP
Fire Elemental 11/-4 HP Dead and vanished.

Lemure -0 HP
Splatterman -11 HP

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)

Can we see where he is right now, either because of the fog, or where he's 'standing'?

The elemental moves on to the blob creature, again uncertain as what is or isn't an enemy beyond those that were present when it was summoned. The ant, follows suit, finding actual prey nearby.

Elemental attack on Lemure 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15, damage ?? 1d6 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Ant 1d20 + 5 ⇒ (16) + 5 = 21, damage 1d6 + 4 ⇒ (2) + 4 = 6

EDIT: for the perception check allowed below.

Perception 1d20 + 1 ⇒ (20) + 1 = 21

Looking anywhere she can through the smoke besides straight up at where Alistair stands, Delia just catches sight of the ghost through a crack in a door. To respond, she calls forth for aid once again but this time from the electrically charged atmosphere of the plane of air.

Summon Lightning Elemental between Splatterman and the wall behind him.
Attack 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d4 + 3 ⇒ (2) + 3 = 5 plus 1d3 ⇒ 3 electricity


A killer GM with a killer smile.

He is where he is shown on the map, but between the barely opened door and the smoke (which would give any target Delia can see on that side Concealment and a 20% miss chance), it is pretty unlikely she's be able to spot him as she is just coming to on the floor. (If she can make a DC 20 Perception check, I'll give it to her). As Delia would have to look through the smoke to target the Lemure, he presently has total concealment from her.


A killer GM with a killer smile.

Nice work on the perception check!

I am presuming that the Water Elemental and Ant attacks are for their turn in the following round.

Delia somehow manages to be looking in just the right direction as she comes to, and manages to catch sight of the ghost creeping up from the opposite side of the room. She calls forth a small Lightning Elemental, which strikes at the ghost. While the blow passes through the creature, he reacts to the attack, as though he felt some form of the attack.

The Splatterman struggles to maintain his concentration on the spell he was completing. 1d20 + 13 ⇒ (1) + 13 = 14. However, he is too shaken, and seems to lose whatever he was casting.

The Splatterman himself steps through the wall to escape the reach of the creature of Lightning, and then once again sends an array of magic missiles slamming his enemies. Unfortunately, due to the smoke cloud, the only targets visible to the creature are Ember, Delia, and Alistair. I looked this up to determine what he would be able to see, and what his options would be. Magic Missile is unaffected by concealment, and is only blocked by Total Concealment. Smoke Sticks act as a Fog Cloud Spell, which provides Concealment in the first 5 ft, and total concealment beyond that. Thus Kendra, Reid, and Valachi have total concealment, and cannot be targeted, but the others can. Again, he avoids the wizard whom his magic missiles cannot harm, leaving him for the creature to deal with, splitting the attacks between the other two he can see. 2 Missiles each, plus a 3rd to Delia/Ember: 1d2 ⇒ 1 Delia.
Damage to Delia: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Damage to Ember: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Both are now unconscious once again, and Delia is very near death.

Alistair, being neither brave nor heroic, jumps back from the attacking creature, standing now atop Kendra's still form. He is still holding the spellbook in his hands, and still not knowing what to do. Lacking any way to destroy the book now that his fire elemental is gone, he instead flips to a random spell and tears it out of the book. The Splatterman looks at the wizard, aghast that he could do such a thing to another wizard's spellbook.

"NO! 1d6 ⇒ 4; he looks weakened by the damage the book has incurred.

Status:

Alistair 21/21 HP
Delia 18/-7 HP
Ember 21/-5 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/29 HP
Ant 22/22 HP
Water Elemental 17/17 HP
Lightning Elemental 15/15 HP
Fire Elemental 11/-4 HP Dead and vanished.

Red Lemure -0 HP
Orange Lemure -0 HP
Splatterman -18 HP

Initiative Order: Reid, Ember, Ant, Valachi, Elemental, Delia


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

Valachi's eyes widen. "Toss me that book!" he shouts to Alistair. Once he has the tome, he will use his claws to rip it to shreds.


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'm confused. Did he lose his spell or not?


A killer GM with a killer smile.

He did. He was casting a summon spell in the previous round, but as it has a one round casting time it was not complete until his turn in the following round. He lost that spell, but then on his turn he was able to use that turn's action to cast a different spell. Make sense?


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

Got it.

Ried takes the CLW wand from Ember and uses it on Delia.

1d8 + 1 ⇒ (4) + 1 = 5


A killer GM with a killer smile.

At the end of this combat I'm going to have to go back and count how many times each person was knocked out and was then revived. The Splatterman's got to feel like he's playing wack-a-mole.


A killer GM with a killer smile.
Valachi wrote:
Valachi's eyes widen. "Toss me that book!" he shouts to Alistair. Once he has the tome, he will use his claws to rip it to shreds.

Alistair will not be able to toss it to you until his turn next turn; is there anything you would like to do this turn?


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

Nothing I can do, really. Will stand ready for approach and wait for the book.


A killer GM with a killer smile.

Round 9: Part 2

Initiative Order: Reid, Ember, Ant, Valachi, Elemental; Round 9: Delia, Splatterman, Ailistair.

Ried grabs hold of a wand of healing from the fallen Ember and uses it to stabilize the gravely injured Delia. A popping sound emanates from her ribcage as broken ribs become whole. The young woman does not regain consciousness, but her colour does marginally improve.

Ember Stabilization Roll DC 15: 1d20 + 5 ⇒ (12) + 5 = 17 Ember stabilizes and is no longer Dying.

The Ant moves to the hulking, corpulent creature summoned by the ghost and snaps at it with its mandibles. It strikes true, though the wound does not go very deep.

Valachi shouts at Alistair for the book, despite the fact that he can see neither Alistair, the book, or what Alistair did with it to illicit the response from the ghost, which is also blocked from his sight by the cloud of smoke. ;)

The water elemental moves up to the undulating flesh monster and slams into it with a fierce blow of a watery limb. The blow connects, and knocks the beast significantly to the side.

Round 10:

Delia is stable, thanks to Ried's assistance, and she is breathing regularly. Her lightning elemental follows the ghost out of the dungeon cell, by way of the door, and then strikes at the floating ghost. 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4

Hearing the exchange between Alistair and Valachi, the Splatterman steps away from the Lightnining Elemental (AoO: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4), south to where he can see clear of the smoke and get a look at the man demanding HIS spellbook. He raises his ephemeral hands and sends a cascade of magical attacks; missiles nearly invisible but for the distortion of the air they create. Maximized Magic Missile: 25 damage.

The Splatterman's creature, without direct instructions from its master, turns to fight the greater threat, and unleashes its claws on the water elemental. Claw Attacks: 1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 11d20 + 2 ⇒ (3) + 2 = 5

Alistair cannot see Valachi, but hearing him call, he steps back away from the Lemure, and throws the book towards his ally's voice. 1d20 + 3 ⇒ (14) + 3 = 171d100 ⇒ 22. 50% miss chance due to the smoke. d8 for direction from Valachi, starting at N and going clockwise. 1d8 ⇒ 2. Valachi hears a thud and the loose paper of the book landing, but sees only a little motion through the obscuring smoke. It appears to have landed somewhere near Reid. Ried feels the movement of air and the thud as the spellbook lands at his feet.

It is now Ried's turn. If he does nothing with the book, Valachi can scoop it up with a move action from his present location, but will have to roll a 20% chance of failing to find it as he gropes for it in the smoke.

Initiative Order: Reid, Ember, Ant, Valachi, Elemental; Round 10: Delia, Splatterman, Ailistair.

Status:
Alistair 21/21 HP
Delia 18/-2 HP
Ember 21/-5 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/4 HP
Ant 22/22 HP
Water Elemental 17/16 HP
Lightning Elemental 15/15 HP

Lemure -6 HP
Splatterman -18 HP

Map

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

Ried will heal Ember and kick the book toward Valachi.

1d8 + 1 ⇒ (8) + 1 = 9

And I believe Delia is at -2.

Please tell me this ridiculously over powered ghost is out of 4th level spell slots for CL 9 maximized magic missiles!


A killer GM with a killer smile.

Yes, he's out. He has lots of spells left, but only lower level ones. I'm actually playing him straight from the book, with no modifications whatsoever, and even using his suggested tactics. He enjoys suffering, so he's been playing around to a certain degree, when he could have been killing outright.

Fixed Delia's HP.

Ember, you are now conscious and at 4 HP. You may act. You are prone and still located within the smoke.


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

Okay, when Alistair tore out the first page, he was standing over Kendra, who is on the edge of the smoke and only partially obscured to/from Valachi. That's why I assumed Valachi would be able to see what is going on, and Alistair could similarly see Valachi calling. For some reason, Alistair moved away from Valachi, making the situation even more difficult. Why the heck wouldn't he toss the book and then move? You can't 5 foot step in difficult terrain, so the move would draw an AoO from the lemure anyway...

I hate to be argumentative, and I realize you're covering a prior PC, but that character has ignorantly held onto a major factor item for 10 rounds, despite getting a query about it early in the fight. If Ried hadn't brought it up again, I'm guessing we'd be even worse off. Alistair shouldn't be hamstringing us this badly...


A killer GM with a killer smile.

You are right that I made a mistake regarding the 5 ft step; he should not have been able to 5 ft step due to the terrain, but in my mind it was done to avoid an AoO for throwing the book, as it would be considered the same as a range attack. In reality, it would make no difference as he'd provoke either way as it slipped my mind that he could not use a 5ft step.

I don't think Valachi would have been able to see Alistair as he has only a very oblique view of Alistair's square from the non-smoke covered side, meaning the majority of his view is through two squares and thus Total Concealment. Throwing from his original space or the one further away would make no difference as I would consider the cover the same in both cases. Moving takes Alistair away from future attacks from the Lemure, which in his book has to be a positive.

True that I did delay giving the book to the party due to some NPC'd PC confusion, but while the book can lend some aid to the party, it is not as significant as it might otherwise seem.

I don't mind argumentativeness; keeps me honest and my head in the game. As well, I am only human, and will make mistakes from time to time, so I have no issue if you call me on one of them. This is the climactic battle, so I can understand the desire to be treated fairly.


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

I disagree with your assessment of the book's importance, as it is the only thing that's done worthwhile damage to the ghost for nearly the entire combat.

Ignoring his wounds, Valachi picks up the book and tears it apart, emitting a howling roar in the process.

Claw: 1d6 + 2 ⇒ (4) + 2 = 6
Claw: 1d6 + 2 ⇒ (2) + 2 = 4
Rend: 1d6 ⇒ 5

or Strength: 1d20 + 2 ⇒ (14) + 2 = 16


A killer GM with a killer smile.

Destroying the entire book inflicts 1d6+7 damage. Feel free to roll.


| 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 reaches over to Delia and touches her, using her Rebuke Death power again.

Rebuke Death (4/6 day) (Sp) Heal 1d4+1 damage to creatures at negative HP.
1d4 + 1 ⇒ (2) + 1 = 3


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

Book Damage: 1d6 + 7 ⇒ (6) + 7 = 13


A killer GM with a killer smile.

AoO against Alistair: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 4

Round 10: Part 2

Initiative Order: Reid, Ember, Ant, Valachi, Elemental; Round 11: Delia, Splatterman, Ailistair.

Ried uses the wand to touch Ember, bringing her back to consciousness.

Ember reaches over, her first instinct to aid her aliies, and touches Delia, again rebuking and staving off death. Again Delia opens her eyes, the wariness of being battered and healed, only to be battered a healed again quite visible within them.

The ant continues its attack on the Lemure, striking again with its pincers. 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (6) + 4 = 10

Valachi, furious at the ghost and glad now to have something in his hands that can genuinely harm it, tears his claws into the book of magic, ripping it to shreds and leaving only scraps of leather and vellum floating through the air. The Splatterman screams, the sounds of pain and frustration mixing together into a shrieking wail. He grabs himself, tearing at his face as the sounds cry out from his mouth. His figure almost seems to fade a little, but it is not banished, at it seems the creature is not yet done...

Round 11:

Delia's action. You may post for your two elementals as well, though the water elemental technically goes at the end of the last round.

Status:
Alistair 21/17 HP
Delia 18/1 HP
Ember 21/4 HP
Kendra 16/-4 HP
Ried 23/6 HP
Valachi 35/4 HP
Ant 22/22 HP
Water Elemental 17/16 HP
Lightning Elemental 15/15 HP

Lemure -11 HP
Splatterman -31 HP

Map


A killer GM with a killer smile.

24 hours... keeping things moving.

Round 11:

The water elemental brings up a limb of water once more, trying to pound it into the flab of the devil, but the slow moving attack swings well wide of the monster.
1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
I'm not sure what the -4 for was for Delia, I am just repeating the last attack made.

The lightning elemental moves from the cell that contains it, following after the floating spirit. It reaches out with its limb of cloud and sparks of electricity, aiming to attack him.
1d20 + 5 ⇒ (11) + 5 = 161d3 ⇒ 1
A shock leaps from the creature into the transparent mage.

Delia reawakens, stunned by her repeated abuse, and dazed. Not knowing what else to do, she reaches over to Ember, where she lies beside her and searches through her pouch until she comes up with one of the healing potions the cleric keeps there. Removing the stopper, she quaffs the drink at a single go. 1d8 + 1 ⇒ (8) + 1 = 9

The Splatterman reacts with rage as his long lost and precious spellbook is reduced to so much scrap by the wildman in front of him. If a ghost could cry you are sure he would be doing so now. He looks at Valachi will raw hatred in his eyes, and while drifting out of reach of the elemental he once again raises his hands to assault the man with sheer force.
Magic Missile: 5d4 + 5 ⇒ (4, 2, 3, 2, 1) + 5 = 17
Valachi is thrown to the ground by the force of the blow, all senses knocked from him. Valachi is at -11 and dying.

Alistair, seeing Delia pulling potions out of Ember's bag remembers his own, and drops to his knees to pull one out and feed it to Kendra. 1d8 + 1 ⇒ (6) + 1 = 7. The petite caster comes around in a daze, mumbling at first, but then quickly remembering where she is, and the danger about.

Status:
Alistair 21/17 HP
Delia 18/10 HP
Ember 21/4 HP
Kendra 16/3 HP
Ried 23/6 HP
Valachi 35/-11 HP Dying
Ant 22/22 HP
Water Elemental 17/16 HP
Lightning Elemental 15/15 HP

Lemure -11 HP (DR)
Splatterman -34 HP

Initiative Order: Reid, Ember, Ant, Valachi, Water Elemental; Round 12: Delia, Splatterman, Kendra, Alistair.

Actions for the rest of the party please; starting with Ried. Valachi, stabilization roll please.


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

Stabilization Check: 1d20 + 3 ⇒ (3) + 3 = 6


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 groans as he sees Valachi fall. Making a quick assessment ... Heal: 1d20 + 1 ⇒ (4) + 1 = 5 ... he can't figure if Valachi is near death or not and moves to help the ranger with his wand, but breaks another smokestick first.

Toss the smokestick in Valachi's square such that his square is the NW corner of the 10x10 square.


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 elemental's -4 is because if he and his opponent are not touching water it gets -4 to hit and damage.

Delia's summoned menagerie continues to stay focused on their current prey. The water elemental and ant attack the gooey blob, fairly effectively. Meanwhile, the lightning elemental keeps after the spectre. Its swing passes through, but not the charges extending from its body. Delia, uncertain if she can get to Valachi and even help him without any healing herself, decides to toss a conjured acid at the villain instead. She misses wide due to the barrier the lightning has become.

Elemental vs Lemure 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14, damage ?? 1d6 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Ant vs Lemure 1d20 + 5 ⇒ (20) + 5 = 25, crit confirm 1d20 + 5 ⇒ (3) + 5 = 8 nope, damage 1d6 + 4 ⇒ (3) + 4 = 7
Lightning elemental vs Splatterman 1d20 + 5 ⇒ (18) + 5 = 23, electric damage 1d3 ⇒ 2
Acid Splash vs Splatterman 1d20 + 4 - 4 - 4 ⇒ (6) + 4 - 4 - 4 = 2


A killer GM with a killer smile.

Waiting for Ember... with a little extra leeway given its the weekend.


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

If I can see the Splatterman...
Ember casts Spiritual Weapon on the ghost.
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

If Ember can not see the Splatterman...
Ember uses the wand on Delia.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3


A killer GM with a killer smile.

Round 12:

Initiative Order: Reid, Ember, Ant, Valachi, Water Elemental; Round 12: Delia, Splatterman, Kendra, Alistair.

Ried tosses another smokestick, this time to grant cover to the fallen form of Valachi.

Ember calls out a spiritual weapon to combat the ghost. It materializes next to him and strikes towards him. It is unfortunately able to dodge the attack at the last moment.

The Ant strikes as the Lemure again, getting a solid grip with its mandibles, and cutting into the creature's fleshy body. The attack is not overly strong, but enough to cause the creature to succumb to its many wounds. As it begins to fall, it fades from this reality.

Valachi's form is now covered in the smoke as it billows out from the smokestick. Unbeknownst to everyone, he continues to suffer from his injuries; the many broken ribs and internal bleeding swelling his innards.

Delia, let me know what you would like the Water Elemental to have been doing during its turn.

Round 13:

Delia tosses a glob of acid towards the ghost, but is unable to hit. The Lightning elemental however connects with its attack.

The Splatterman, to those who can still somewhat make him out (Delia and Ember), takes a step back from the divinely conjured blade, genuine concern registering on his face for perhaps the first time. He focuses his attention on it and floats back a pace, his hands and mouth moving to work a spell. 1d20 + 8 ⇒ (16) + 8 = 24. As his spell is released, the sword shimmers, vibrates, and then vanishes.

Spellcraft DC 17:
Dispel Magic

Alistair begins working another spell, hoping to bring in another Lightning Elemental to assist Delia's.

Status:
Alistair 21/17 HP
Delia 18/10 HP
Ember 21/4 HP
Kendra 16/3 HP
Ried 23/6 HP
Valachi 35/-12 HP Dying
Ant 22/22 HP
Water Elemental 17/16 HP
Lightning Elemental 15/15 HP

Splatterman -36 HP

Map

Initiative Order: Reid, Ember, Ant, Valachi, Water Elemental; Round 14: Delia, Splatterman, Kendra, Alistair.

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

Ried touches Valachi with his wand.

1d8 + 1 ⇒ (3) + 1 = 4

Is Kendra concious? Can she act?


A killer GM with a killer smile.

Kendra, as she cannot see what is going on outside of the cloud, touches Ember with her Diviner's Fortune (+1).

Diviner's Fortune:
PRD wrote:

Diviner's Fortune (Sp)

When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


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)

Round 12 (elemental)

With the enemy dead, the water elemental once again sees the orignal target and flows across the flooded oubliette to get closer and into the flooded portion of the room.

Round 13/14

The ant follows the focus of the other creatures to move toward the initial enemy, but even with its incredible speed it can only just approach the thing without being able to strike. It's not like it matters, considering its unenchanted bite will have no effect.

The water elemental is finally in its element, allowing it to ignore the previous hindrance it suffers. Unfortunately, since the spectre doesn't touch the water, it gains no benefit either.

Move behind Splatterman
Attack, (with Magic Fang) 1d20 + 7 ⇒ (14) + 7 = 21, 1d6 + 10 ⇒ (1) + 10 = 11

The lightning elemental follows up with the other elemental, to surround the being, taking a swipe again at it.

Attack, 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17, damage 1d3 ⇒ 2

All Delia can do is recognize what is working. If she can at least keep it harried or blocked, she can try to keep it from doing anything else. In this she calls upon another elemental of lightning, deciding that in this time of need she should ask for all the help she can get. When it arrives, it swipes weakly at the foe, a little undecided what exactly it fights.

Summon another in the square beside the first.
Lightning elemental 2 attack 1d20 + 5 ⇒ (3) + 5 = 8


| 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 uses the wand on Delia again.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


A killer GM with a killer smile.

Round 13:

Initiative Order: Reid, Ember, Ant, Valachi, Water Elemental; Round 14: Delia, Splatterman, Kendra, Alistair.

Ried touches his wand to Valachi, halting his unseen slide towards death.

Ember likewise uses a wand on Delia, trying to give her more strength for the fight.

The ant moves to attack the ghost, skittering across the uneven ground.

The Water Elemental moves into the water, and being within its natural environment moves swiftly around the ghost to attack him. The attack hits, the Splatterman showing frustrated surprise on his face.

Round 14:

Delia summons another Lightning Elemental, this one joining the first in harrying the spectre. Both attack, and the elder one connects, delivering a jolt to the floating spirit.

The Splatterman yells out, "Stop your infernal Summoning!" and then a moment later, seeing himself surrounded, "Damn you all!". He bolts from him position, escaping the reach of the creatures around him by stepping into the nearby cell. A flicker of motion is all that can be seen through the partially open door as he vanishes into the exterior wall. Withdrawal action.

Kendra steps out of the cloud in order to kneel next to the injured wild-man Valachi. She draws out a potion vial from her purse, and carefully pours it into the injured man's mouth. CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Alistair completes his spell and summons another lightning elemental. Not being able to see far, he places it near himself on the opposite side of the smoke screen.

Status:
Alistair 21/17 HP
Delia 18/14 HP
Ember 21/4 HP
Kendra 16/3 HP
Ried 23/6 HP
Valachi 35/-4 HP Dying
Ant 22/22 HP
Water Elemental 17/16 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP
Alistair's Lightning Elemental 15/15 HP

Splatterman -43 HP

Map

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

Ried wands Valachi again.

1d8 + 1 ⇒ (5) + 1 = 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 sets the used wand aside, and pulls out another wand.
She turns to Kendra and uses it upon her.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


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)

As the ghost flies back into the wall the different summons all react in their own way. The ant, being the least intelligent, follows it directly. The water elemental decides to stay in its watery environs, less than eager to leave it. The two lightnings decide to try and look for where it went, fanning out to check different cells.

Delia, sick of the Splatterman disappearing into the walls constantly, decides to oppose his demand and calls another elemental. This time she calls up a creature of earth that can follow him into the walls. She calls it right in front of her, but holds its shoulders to make it stay. She has one more thing to do with it.

Summons each move.
Delia summons an Earth elemental in the Sq right in front of her.

2,301 to 2,350 of 2,574 << first < prev | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Orlok Jr's Carrion Crown - Game Thread All Messageboards

Want to post a reply? Sign in.