Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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

Valachi groans as he stands up. Looking around and seeing the battle still going, he limps to the east side of the chamber.

Stand and move, as far as he can get.


A killer GM with a killer smile.

Round 14:

Initiative Order: Reid, Ember, Ant, Valachi, Water Elemental; Round 15: Delia, Splatterman, Kendra, Alistair.

Ried uses the wand again, to help heal Valachi a little more.

Ember uses her wand on Kendra.

The ant follows in the direct the ghost fled.

Valachi gets to his feet and stumbles over towards the east side of the chamber, and the conflict. After just climbing to his feet, he is just able to make it around the edge of the flooded oubliette due to the rough ground. (2 Move actions; stand from prone/move)

The water elemental remains stationary within the flooded end of the chamber.

Round 15:

Delia summons an small Earth Elemental, which appears just in front of her. It instinctively looks around for an enemy of its master, but sees none. Delia's hand on his shoulder keeps him from moving away.

The Lightning Elementals summoned by Delia branch out looking for their opponent.

The Splatterman emerges from the wall in the far southeast corner, just behind the water elemental. As it spins to face him he reaches out with a single finger, and jabs the small planer creature in its 'head'.
Touch Attack: 1d20 + 5 ⇒ (10) + 5 = 156d6 ⇒ (3, 6, 5, 2, 5, 3) = 24
Elemental's Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
The elemental begins to quake as though its surface were the water in an earthquake. A split second later, it splashes apart, raining down droplets of water that never quite seem to touch the ground, as they fade away before they strike. The Splatterman just grins.

Kendra can hear something happening, but cannot see it. She takes a few cautious steps south towards Valachi.

Alistair cannot see the foe from his position, but his elemental can, and without a word, it lifts off, flying towards the foes position as an alarming rate. Upon reaching his side, it swings out with a limb of cloud and lighting.
1d20 + 5 ⇒ (3) + 5 = 8
The attack, however, goes wide.

Status:
Alistair 21/17 HP
Delia 18/14 HP
Ember 21/4 HP
Kendra 16/12 HP
Ried 23/6 HP
Valachi 35/2 HP
Ant 22/22 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.


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 enchanted elemental disappears, the other two previously summoned react to the creature. The nearest speaks in a language only they know, both of them quickly flying toward and swinging at him. Their power dances off the water, offering a disruption to thier energies. The ant follows suit, but only goes as far as it can without having to swim.

Fly 100' (perfect)
LE 1 1d20 + 5 ⇒ (7) + 5 = 12, 1d3 ⇒ 3 ??
LE 2 1d20 + 5 ⇒ (2) + 5 = 7

Delia merely eyes the ghost as he emerges and disrupts one of her summons. As she does so, she gives the earth elemental the same effect, causing its attacks to act as if they were magical.

Casts her last Magic Fang on the earth elemental.


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

Valachi sighs and continues moving to the east.


| 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 herself.

CLW: 1d8 + 1 ⇒ (5) + 1 = 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 heals himself

1d8 + 1 ⇒ (6) + 1 = 7


A killer GM with a killer smile.

Round 15:

Initiative Order: Reid, Ember, Ant, Valachi; Round 16: Delia, Splatterman, Kendra, Alistair.

Ried and Ember each take their moment of rest, granted by the generous cover of the smoke, to heal themselves.

The Ant moves to the edge of the water, composite eyes fixed on the ghost.

Valachi moves to the east, the water flooding the south-eastern portion coming up only to his shins at this point, though it gets deeper the close one gets to either wall.

Round 16:

Delia casts another spell, enhancing the strength of the Rock Elemental beside her. As she does, the two Lightning Elementals rush towards the spirit, attacking, but missing it.

The Splatterman eyes Valachi and Delia beyond him for a moment, as if making up his mind. With a scowl on his face, he extends his touch to one of the elemental's surrounding him.
Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 226d6 ⇒ (4, 1, 3, 1, 2, 5) = 16
Lightning Elemental's Will Save: 1d20 + 0 ⇒ (10) + 0 = 10
Like the water elemental before, the creature is immediately destroyed.
1-2 Delia's, 3 Alistairs: 1d3 ⇒ 3
Once done, the creature once again steps back into the wall.

Kendra continues to move around the smoke, moving closer to Valachi.

Alistair, his elemental destroyed and lacking anything much better than an acid splash at this point, takes a few tentative steps forward, looking for a sign of the ghost.

Status:
Alistair 21/17 HP
Delia 18/14 HP
Ember 21/10 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/2 HP
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP

Splatterman -43 HP


Map

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)

Delia continues to hold the earth elemental back, keeping him somehwat central until the spirit reappears. Meanwhile the two lightning elementals spread out a little to watch the walls where he might emerge.

Delia and earth delaying. Lightnings ready to attack if he merges beside them at all.


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

Valachi holds position, waiting to be able to attack.

Any chance I can notice a sign that he's re-emerging and ready to move there just before he does?

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


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 out of the smoke and holds aloft his last bomb, awaiting for the beast to appear.

If I hit it just as it emerges from the wall, the splash should still hurt it

Throw bomb, arch luck, deadly aim

Touch attack: 1d20 + 5 ⇒ (1) + 5 = 6 ... Bah!
Splash damage is 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 move over past the elemental, carefully picking her way toward Valachi (although he's still a distance away).
She uses the wand upon herself again.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


A killer GM with a killer smile.

Round 16:

Initiative Order: Reid, Ember, Ant, Valachi; Round 17: Delia, Splatterman, Kendra, Alistair.

Ried readies his next bomb, waiting for the creature to emerge.

Ember begins to move again, picking her way towards Valachi, and heals herself while on the way.

Valachi waits for some sign the creature is about to emerge.
Not really. He's in the wall when he moves, and the first sign of his emerging is that he's emerging from the wall. There is nothing that would let you know in advance. I know where he's going though, so if you take a guess and move somewhere, I promise not to change it.

Round 17:

Delia waits with the others, silent and eager for the thing to show itself.

Kendra and Alistair each move, the lady closer to Valachi, and the Wizard to the center of the room near the oubliette.

The round passes and the ghost does not appear.

Status:
Alistair 21/17 HP
Delia 18/14 HP
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/2 HP
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP

Splatterman -43 HP

Map

Thanks for being so patient. Not exactly an exciting round, but we are back and moving again!


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 continue to wait with a readied throw.

-Posted with Wayfinder


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

Valachi also waits.

Readied action to move at the ghost as soon as it starts to re-emerge.


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 and her conjured allies maintain their ready posture, waiting to strike as soon as the spirit becomes visible once again.

As before (Delia and earth delay, lightnings readied), except lightnings now ready to charge him as soon as he appears.


| 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 continues to move to Valachi, carefully watching as she moves.

Can't see the map currently, if I can reach Valachi, I'll use a charge of the CLW wand on him.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


A killer GM with a killer smile.

Round 17:

Initiative Order: Reid, Ember, Ant, Valachi; Round 18: Delia, Splatterman, Kendra, Alistair.

Ember reaches over to Valachi, with whom she now stands shoulder to shoulder, and uses her wand to heal some of his grievous wounds.

Delia's Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Delia sees the ghost sneaking into one of the cells, in the same position from where she saw him before.
"He's over there! In the cell!"

Though the creature does not understand her command, her gesturing is clear. At her urging, her earth elemental lumbers forward, in order to close the distance with the spirit.

A moment later, the energies signifying a summoning coalesce into a water elemental, floating partially submerged within the oubliette.

The summoned creatures, all waiting for an enemy to appear, converge on the creature, though only one of the lightnings has the unobstructed path needed to strike at it.

Lightning's Strike: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 181d4 + 1d3 ⇒ (2) + (2) = 4

Valachi can't reach the creature to attack, as you can neither charge nor 5ft step across difficult terrain. He could use his readied action to move adjacent to the oubliette though, if he wishes. Or he can move towards the cell.

The elemental lashes out with tendrils of water, trying to ensnare Delia. As the watery limbs come close, she lashes out at them instinctively with her knife.
AoO: 1d20 + 4 ⇒ (9) + 4 = 13
Grapple: 1d20 + 3 ⇒ (19) + 3 = 22
The knife strike flies wide of the watery creature as its tendrils wrap around her, pulling her into the oubliette with a splash.

Alistair reaches out for her instinctively, trying to help her wrestle free of the monster.
Grapple - Aid other: 1d20 + 0 ⇒ (19) + 0 = 19
+2 on your grapple check to get free next round.

Kendra steps nearer as well, arms outstretched to help.
1d20 + 0 ⇒ (3) + 0 = 3
Yah, Kendra is not so helpful...

Status:
Alistair 21/17 HP
Delia 18/14 HP Grappled
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/7 HP
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP

Water Elemental 13/9 Grappled
Splatterman -43 HP


Map

Round 18:

Initiative Order: Reid (first cloud of smoke expires), Ember, Ant, Valachi; Round 19: Delia, Splatterman, Kendra, Alistair.


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 get line of sight on where Delia pointed and then if he sees him, hucks a bomb, using some luck and deadly aim.

Touch to hit: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Damage: 1d4 + 7 ⇒ (1) + 7 = 8 Splash is 8, save for half

-Posted with Wayfinder


A killer GM with a killer smile.

Line of sight will be through a narrow doorway, which as outlined here would have it's own AC. Failure to beat the AC will result in your bomb hitting and detonating on the doorpost, meaning splash damage would not reach the baddy. This being a critical failure, that is assuredly what just happened. Luckily there are no allies close enough to have taken splash damage.


| 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 touches Valachi again with the wand, then moves to the side to be out of his way.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


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 earth elemental, being held back so long, erupts into action swinging a huge earthy mass at the spirit. Normally, such a swing would pass right through it, but the enchanted limb it has from Delia's spell makes it count for something.

Delia, on the other hand, does all she can to keep from being likely pulled to a watery death in the oubliette by the water elemental. If she can just get free, she tries to step away from the thing.

Earth Elemental 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 25, damage 1d6 + 7 + 1 - 4 ⇒ (6) + 7 + 1 - 4 = 10.
(augment summoning, magic fang, penalties from earth mastery since Splatterman is not on the ground).
Delia, CMB to escape grapple 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22, 5' step back


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

"This water mire is a death trap... we need to retreat to higher ground," Valachi growls, shifting his movement towards the exit. "Let's go!"

Double move towards the door.


A killer GM with a killer smile.

Round 18:

Initiative Order: Reid, Ember, Ant, Valachi; Round 19: Delia, Splatterman, Kendra, Alistair.

Ried turns in the direction pointed out by Delia, and lobs his prepared bomb towards him. However, the pitch goes awry, and connects with the post of the doorway. The bomb explodes, causing an eruption of sizzling steam from the wood. Cloud of smoke from the first smokestick expires.

Ember continues using the wand, healing a bit more of Valachi's lost strength.

The ant turns around, and moves with unsettling speed, over and around the blocks of rubble, making its way towards the ghost. (Double move)

Evidently feeling discouraged, Valachi calls for a retreat, and moves towards the gate.

Round 18

Moving frantically, Delia rips herself free from the watery embrace of the new elemental, and heaves herself back onto the relatively dry ground of the stone floor. The Earth Elemental she called forth however, moves offensively, smashing a magically enhanced rocky limb towards the apparition. The first tears through it, and the pained expression upon the ghost's features indicate that it is not pleased.

The Splatterman retaliates, lashing out at the earth creature with a claw-like phantom hand.
Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Elemental's Fort save: 1d20 + 6 ⇒ (1) + 6 = 7
Full Damage: 5d6 ⇒ (4, 3, 5, 2, 6) = 20
When the hand hits, it passes through the earthen being, but the elemental responds as though dealt a mortal blow. It arches its back, and begins to crumble into dirt and stones, before all fades into nothingness.
The Water Elemental lashes out at one of the nearest other creatures, and flails at one of the lightning elementals, but misses it by a wide margin.

Status:
Alistair 21/17 HP
Delia 18/14 HP Grappled
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/13 HP
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP

Water Elemental 13/9 Grappled
Splatterman -43 HP

Map

Out of time for this post. Almost done though. I'll fill in Alistair and Kendra as soon as I get a chance.

Actions please.


| 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 moves towards the rest of the group, ending up next to Delia.
She uses the wand upon Delia.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


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 makes the realization that he still has a loaded crossbow and takes the opportunity to aim and fire at the ghost.

Deadly aim and last round of arch luck

To hit: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d10 + 3 ⇒ (3) + 3 = 6


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 calls out, just a loud noise for the lightning elementals' attention than anything, and then points at Splatterman commandingly, a stern look on her face. As much as the earth elemental understood her meaning, these two do as well and rush to their earlier foe unconcerned over the ineffectual water elemental.

After getting thier attention, she steps back and creates a new one right behind the spirit. She will see the final end of him yet.

Delia: 5' step, summon monster, another lightning elemental
LE 1: Move, attack 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (flank from the summoned newly summoned one)
LE 2: Move, attack 1d20 + 5 ⇒ (2) + 5 = 7
LE 3: Attack 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 (flank with #1), lightning damage 1d3 ⇒ 2
Ant has no effect when attacking.

Valachi, don't forget, both your hands have Magic Fang and are treated as magic weapons.


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

Indeed, but because of this miserable location, I cannot get into melee range. That's why I suggested we withdraw to a more 'mobility-friendly' position. But, since no one followed...

Valachi will hold position and ready for approach in case the ghost gets close.


A killer GM with a killer smile.

Round 19:

Initiative Order: Reid, Ember, Ant, Valachi; Round 20: Delia, Splatterman, Kendra, Alistair.

Kendra takes a step back, and uses the distance to cast a spell, lobbing a glob of acid at the water elemental.'
Touch: 1d20 + 1 ⇒ (12) + 1 = 131d3 ⇒ 1

Alistair follows suit, stepping back and launching a jolt of electricity at the monster.
Touch: 1d20 + 3 ⇒ (18) + 3 = 211d3 ⇒ 2

Ried lifts his crossbow, and launches an attack at the ghost. The bolt rips right through the spirit, but instead of passing through without any visible effect like most attacks, it pulls bits of him away, as though blowing away smoke.

Ember uses the ongoing reprieve to spread more healing, this time to Delia.

Valachi holds his ground, waiting to see if the monster comes for him.

Round 20: That's got to be some kind of a record. I think its a personal highest seen for me, at least.

Delia summons yet another elemental, surrounding the spirit. The glowing creatures proceed to pound at the spirit, arcs of power and electricity jumping. Only one connects, but the ghost is looking severely harried, and faded, as though his strength is almost gone.

The Splatterman's ghost wheels on the new elemental behind him, lashing at it with his ghostly hand.
Touch: 1d20 + 5 ⇒ (8) + 5 = 13
Elemental's Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 6d6 ⇒ (2, 6, 1, 6, 6, 3) = 24 Half is 12.
The attack barely grazes the creature, but the elemental reacts as though struck, but it clings to life, if only barely. After this latest attack, the ghost sinks down into the floor. 5 ft step.

The water elemental lashes out with a watery tendril at Ried, but distracted as it is, misses him by a wide mark.
1d20 + 3 ⇒ (5) + 3 = 8

Kendra and Alistair continue their attacks at the water elemental, throwing acid and lightning respectively.
Acid Splash: 1d20 + 1 ⇒ (1) + 1 = 2
Jolt: 1d20 + 3 ⇒ (9) + 3 = 121d3 ⇒ 2
The jolt of power seems to put the elemental over the edge, and it collapses back into the water and fades away.

Status:
Alistair 21/17 HP
Delia 18/18 HP
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/13 HP
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP
Delia's Lightning Elemental #3 15/3 HP

Water Elemental 13/4
Splatterman -56 HP (Half of the earth elemental's 10, 6 from the ghost bolt, and 2 from the lightning.)

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 ignores the water elemental, moving away from it and reloading his crossbow.

-Posted with Wayfinder


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

Valachi delays until the ghost reappears, then will move to engage.


| 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 moves next to Valachi, and uses the wand on him.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


A killer GM with a killer smile.

Just waiting on Delia. As it's the holidays, I don't think we're in a rush. She's probably busy with family, I I don't think there is any need to bot her yet.


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)

Sorry, yes to being holidays busy.

With the spirit sunk into the floor, Delia whistles again for attention, then waves them to her. Most of them see the water elemental enemy from earlier, but the third one hangs back, still reeling from the touch of the ghost.

All move (to where they are on map) and attack water elemental (except injured LE #3).
LE 1: attack 1d20 + 5 ⇒ (4) + 5 = 9
LE 2: attack 1d20 + 5 ⇒ (20) + 5 = 25, damage 1d4 + 3 ⇒ (4) + 3 = 7 plus 1d3 ⇒ 3 electricity.
Ant: attack 1d20 + 5 ⇒ (6) + 5 = 11


A killer GM with a killer smile.

Round 20:

Initiative Order: Reid, Ember, Ant, Valachi; Round 21: Delia, Splatterman, Kendra, Alistair.

Ried moves to a better position, away from the elemental, and reloads his crossbow.

Ember continues to spread the healing, this time helping Valachi.

The Ant moves to attack the water elemental.

Valachi stands ready, waiting for the ghost to appear.

Round 21:

Delia remains where she is, out of reach of the elemental, and redirects her summons to attack it. One of her Lighting elementals strikes true, destroying the creature, and banishing it back to the realm from whence it came.

Instead of remaining away for a time as he had done before, this time the Splatterman rises from the floor next to Valachi, a ghostly hand reaching out to him to steal away something precious.
Touch Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Valachi's Will Save: 1d20 + 6 ⇒ (19) + 6 = 25
6d6 ⇒ (1, 3, 5, 1, 4, 2) = 16 Valachi takes half damage, for 8 HP

Hearing Valachi's cry of pain, Kendra turn in his direction. Seeing the Ghost present, she raises her hands and lets fly a bolt of positive energy.
Touch attack vs. Cover+Soft Cover: 1d20 + 2 ⇒ (8) + 2 = 10
The blast connects instead with Delia, dissipating harmlessly against the living target.

Attuned to the attack as well by his companion's actions, Alistair moves aside to gain a better view, and then launches his own attack of disruptive energy.
Touch attack vs. Soft Cover: 1d20 + 2 ⇒ (3) + 2 = 5
His attack is lost even earlier, colliding with the low ceiling near the first lightning elemental.

Status:
Alistair 21/17 HP
Delia 18/18 HP
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/10 HP (13+5-8)
Ant 22/22 HP
Delia's Lightning Elemental #1 15/15 HP
Delia's Lightning Elemental #2 15/15 HP
Delia's Lightning Elemental #3 15/3 HP

Splatterman -56 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 shouts out over the din of combat, [b]"Ember move to the west!"

He will delay his action until she has done so and then move forward to fire with deadly aim.

1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Damage: 1d10 + 2 ⇒ (4) + 2 = 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 touches Valachi with the wand again, then steps 5' to the left as Ried had asked.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


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

Valachi attacks with gusto.

Claw 1: 1d20 + 8 ⇒ (2) + 8 = 10; Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Claw 2: 1d20 + 8 ⇒ (11) + 8 = 19; Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Rend Damage: 1d6 ⇒ 5


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

Once more ... with feeling


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)

With his emergence, the two healthy elementals race up to him, while the third is relieved to find there is no room, and the ant though trying, has no way to help. Delia, just takes a step back in case Valachi needs a bit of an out.

LE1: attack 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d3 ⇒ 1 electricity
LE2: attack 1d20 + 5 ⇒ (9) + 5 = 14, damage?? 1d3 ⇒ 3 electricity


A killer GM with a killer smile.

Round 20:

Initiative Order: Reid, Ember, Ant, Valachi; Round 21: Delia, Splatterman, Kendra, Alistair.

Ember heals Valachi again before dodging to the side.

Having waited for her to clear the path of his crossbow, Ried takes aim and looses his quarrel, but this time is unable to connect his shot with the spirit.

Valachi, at long last, is finally in position to lay into the ghost, and takes the chance to do so. His first swipe misses, but the second strikes true, provoking a screech from the ghost, who is faded to barely any remaining presence at all.

Round 22:

Delia's summoned elementals charge forward to strike at the floating spirit. As each connects, a sizzle of electrical energy passes through the spirit. As the second elemental moves forward to get into position to be able to reach the ghost, the spirit uses the opportunity to lash out.
Touch Attack: 1d20 + 5 ⇒ (9) + 5 = 14
LE's Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23
6d6 ⇒ (2, 1, 4, 2, 2, 2) = 13
When the ghostly touch lands, the elemental shudders with a burst of static, but then strikes out to land its own blow. Power lances through the ghost and any image of the monster vanishes with a snapping sound of a fierce spark, and is followed by eerie silence.

Status:
Alistair 21/17 HP
Delia 18/18 HP
Ember 21/18 HP
Kendra 16/12 HP
Ried 23/13 HP
Valachi 35/18 HP

Combat (finally) Ended

Congrats.


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

"Praise Pharasma that this has ended. Allow me to tend to injuries."

Two CLWs for Valachi: 2d8 + 2 ⇒ (4, 7) + 2 = 13
CLW for Ried: 1d8 + 1 ⇒ (7) + 1 = 8


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 smiles weakly at Ember. "Yes, I'm glad that's over. Let's gather what we can in this room and then head back to the warden's wife. I believe we've taken care of all 5 prisoners."

The archaeologist takes stock of the area.


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

Valachi nods in thanks to Ember for the extensive healing, before walking over to Kendra to check on her.


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 takes a breather, and though she normally dismisses her summons right after a fight, leaves them around in case there are any more nasty surprises. As she composes herself, she decides to examine the room with a discerning eye for the magical.

Casting Detect Magic as she looks over the room.


A killer GM with a killer smile.

The relative calm, and eerie silence continues in the aftermath of the tense battle. No new threats emerge to challenge you.

Looking about the chamber, there is nothing of value or interest that can be easily seen, though it is true that murky water floods a third of the chamber and the fills the whole of the oubliette. Search as you might above the surface, no magical auras, nor items of interest or value can be seen.


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)

SInce they had found stuff at the bottom of the previous oubliette, she directs her magical detection to the depths of this one, comfortable with the idea that water doesn't block her, and it beats having to swim down and look. In the meantime, she feels the pause has been long enough, and dismisses the remaining elementals, the ant having disappeared soon after the fight with Splatterman.


A killer GM with a killer smile.

Sorry, I don't understand your intent. What do you mean by directing her magical detection to the depths? The water is murky and opaque, so there is no line of sight to the bottom at present. Does she have another way of detecting magic I'm misunderstanding?


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

Detect Magic doesn't require line of sight

[b]"And me withou my 10' pole, Ried mutters as he watches."

For giggles, he will cast "sift" in the same area that Delia is searching.

-Posted with Wayfinder


A killer GM with a killer smile.

Hmm, another thing I never noticed. Rereading it, it appears you need line of sight for some elements of the ability, such identifying the types of auras, but not all. I'd always assumed line of sight was required. Seems a little odd to me, as without requiring line of sight, it could make finding secret compartments far easier; just scan down the walls looking for auras, and if you find one, there's either a room on the other side of the wall, or a secret compartment within it...

Directing her attention downwards, Delia is unable to see more than a few inches into the water. Her other senses however, tell her there are magical auras down there. Without seeing the auras, she cannot identify them, but discerning amongst them, she is able to perceive three distinct auras, two of them faint, but one moderate in power.

Ried's Perception: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18

Sift wrote:
Make a Perception check with a –5 penalty, modified as normal for conditions.

Italics added. It will still be a blind search.

Ried's search turns up other details, but being unable to detect the auras at present, cannot be sure which item possesses which level of power. Sealed within its scabbard, the shape of a long sword is the first thing he detects among the rock and muck of the bottom of the deep hole. Next a dagger, with no scabbard present, but for some reason seemingly unrusted. Beyond that, he finds many scraps of wood, rocks, and mud, but as the visibility at the bottom is just as poor as at the top, whatever the third object might be is not revealed. Either it is something that does not stand out on examination, like a rock or piece of waterlogged wood, or something small that escaped his elongated senses.


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 relays the sift info to Delia.

"Can one of your elementals bring that stuff up for us or are they limited to fighting?"

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