Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

white tusk reflex save: 1d20 ⇒ 12 takes 3 dmg
whaler 3 reflex save: 1d20 ⇒ 12 takes 6 dmg
whaler 4 relfex save: 1d20 ⇒ 14 takes 3 dmg

the elemental attacks and hits for 7 dmg on the paralyzed guy.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r2] [19: Temperance, casting sleep], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

[r3]

temperance, you're up.
you finish casting sleep. go ahead and place will's 10 ft. template, and i'll make some will saves. and take your turn.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Template placed. I start casting sleep again.

If either fails their will saves, I bark at the nearest pirate to quickly slit their throats in the name of Mitra.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

will save #1: 1d20 ⇒ 16
will save #2: 1d20 ⇒ 19

DC is 20 or 21?
[r2] [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

[r3] [19: Temperance, casting sleep],

Forsyth is up.
believe #2 makes his save, #1 may fail.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yup. #1 falls asleep.
#2 makes it.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I'm confused a little bit -- #1 is marked as awake on the map, but #2 is marked as asleep. Is it supposed to be inverted?

I'm going to do a Sound Burst so that it catches #3, #4, and the big guy.

Sound Burst: 1d8 ⇒ 7

DC 16.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I moved it b/c it seems like a mistake. If not, just fix it.

Pointing at the sailor right in front of Ash:
You there, Jerry, slit that heathen's throat.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

white tusk fort: 1d20 ⇒ 2
whaler 3 fort: 1d20 ⇒ 9
whaler 4 fort: 1d20 ⇒ 12


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

All of them drop their weapons.

Leo takes out his falchionand steps up and cleaves.
Leo : 1d20 + 8 ⇒ (8) + 8 = 162d4 + 9 ⇒ (1, 2) + 9 = 12
cleave: 1d20 + 8 ⇒ (17) + 8 = 252d4 + 9 ⇒ (1, 2) + 9 = 12


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

So 4 has taken 16 damage on top of his 3, and slumps.
White tusk takes an additional 19 from the sound burst and cleave.

White tusk is stunned, and then regains his composure and realizes he's dropped his weapon. Three wakes up from being stunned as well.

Victor

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Oooh, and a possible crit on the cleave!

My work here is done. Consider me in delay until I post otherwise.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Nah, he doesn't have a keen falchion , just a regular hit

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yeah, I realized that after I posted it. Also didn't matter bc he died :-P


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

I think White Tusk is still up, so I'll take a shot at him. I don't know if I get SA because he was stunned but doesn't seem to be?

Presience: 1d20 ⇒ 8
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
SA: 1d6 ⇒ 3

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

He's denied his DEX bonus to his AC, so yes, you get sneak attack until he's un-stunned (my initative). I think.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

believe he's just stunned until the condition clears on his turn. he loses the action, and then is okay.

more annoying for me to keep track that they're stunned until just before you go again. but rules blank on it. 51-100 is good for you.
random: 1d100 ⇒ 62


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

he's stunned for the round. so 7 damage. including the SA.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

and the sound burst was enough to kill both whalers. they and white tusk go down. kill steal to victor.

the 5th whaler just high tails it, double move to get away from this cray cray. one is sleeping. #2 jumps in his boat and paddles away.

Ash slits the sleeping one's throat. you get
mwk hide armor, 5 spears, painted spear (mwk spear),
the narwhale horn
15 walrus tusks of various sizes and quality.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yeah, I'd just say the duration is "1 round" which starts when I cast the spell. Ergo, it lasts for one round, which is until my turn.

Just like if I cast a buff on myself which lasted 1 round, it would fade on my init... Or if I cast Ray of Exhaustion, it lasts for 1 round from when I cast it.

Moot point, bc you ruled in my favor, but in case it comes up again.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yeah, i was just in the middle of running it the other way. so just wanted a quick fix in combat.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

Can my water elemental chase him down and kill the last one?

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

If we want the word of the bad sun-men in armor to spread (aka the Mitrans), then we should let him go.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Leo, Ash and Forsythe,
will saves as your armor begins to ice up.

leo's save: 1d20 + 5 ⇒ (16) + 5 = 21
ash's save: 1d20 + 1 ⇒ (16) + 1 = 17
forsythe's save: 1d20 + 7 ⇒ (15) + 7 = 22


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

::damnit everyone made it even::

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Time for init?

While I'm thinking of it, I'll roll Knowledge for Ice Demons... Planes? On my turn.
Know:Planes: 1d20 + 8 ⇒ (14) + 8 = 22


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Initiatives:
Ash: 1d20 + 2 ⇒ (6) + 2 = 8
Forsythe: 1d20 + 5 ⇒ (19) + 5 = 24
Leo: 1d20 + 1 ⇒ (6) + 1 = 7
Loran: 1d20 + 3 ⇒ (9) + 3 = 12
Temperance: 1d20 + 4 ⇒ (9) + 4 = 13
Victor: 1d20 + 4 ⇒ (12) + 4 = 16
mast: 1d20 + 6 ⇒ (18) + 6 = 24
ice shards: 1d20 - 1 ⇒ (16) - 1 = 15
crew: 1d20 ⇒ 9
captain: 1d20 ⇒ 9


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r1] [24: mast], [24: forsythe], [16: Victor], [15: Ice shards], [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]

the mast doesn't do anything visibly.
its 35 ft. up the mast.

knowledge planes DC 15:
small ice mephit

knowledge planes DC 13:
small ice elementals

ranged attacks and perception checks have a -2 due to the weather.


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

I take a shot at whatever is on the mast.
Prescience: 1d20 ⇒ 20
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 ⇒ 2

I'll use my presience roll as my attack (crit threat), and my attack as the confirmation. :-)
Damage: 1d4 ⇒ 3

I can't see why I'd get sneak attack on it, but if I somehow do, I'll add a d6.

And then I reload.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

On my init, I start casting sleep and 5ft (updated map accordingly).


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

no sneak since its beyond 30 ft. up the mast.
temperance you begin casting sleep.
the mast's ready action goes off

spellcraft DC 18:
magic missile

3d4 + 3 ⇒ (1, 3, 3) + 3 = 10

concentration check DC 21 ( 10 + damage dealt + spell level )
and you take 10 damage.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the hand crossbow bolt bounces off the icy skin of the thing perched on the mast. it cackles gleefully.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the shards of ice lurch forward, two attacking Leo, one Ash, one Loran
#3 slam on Leo: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 3 ⇒ (1) + 3 = 4
#4 slam on Leo: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 3 ⇒ (3) + 3 = 6
#1 slam on Ash: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 3 ⇒ (4) + 3 = 7
#2 slam on Loran: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 3 + 1d3 ⇒ (2) + 3 + (3) = 8

[r1] [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]

[r2] [24: forsythe Delay], [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance],


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Ash takes 7 damage, Leo takes 6.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I will summon a fiendish goblin dog on the other side of the ice demon right next to me
concentration: 1d20 + 8 ⇒ (10) + 8 = 18

if successful I will five foot to flank and draw my weapon.

dog attack: 1d20 + 4 ⇒ (9) + 4 = 13

bite damage: 1d6 + 3 ⇒ (1) + 3 = 4


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

goblin dog's a summon monster II effect, so DC is 15 + 4 = 19
sorry, you don't concentrate hard enough, and slip up.
no doggie.

the captain shouts to hold it together, and brings his axe down on one of the ice creatures.

greataxe: 1d20 + 8 ⇒ (4) + 8 = 121d12 + 6 ⇒ (11) + 6 = 17
misses. the crew flee.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I swing at the one attacking me.
morningstar: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 2 ⇒ (2) + 2 = 4


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

I swing at one of the ones in front of me.
power attack: 1d20 + 7 ⇒ (15) + 7 = 222d4 + 9 ⇒ (4, 2) + 9 = 15


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

it shatters to pieces.

[r2] [24: forsythe Delay], [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Do I need to make a concentration check?

Concentration: 1d20 + 9 ⇒ (13) + 9 = 22
Concentration: 1d20 + 9 ⇒ (1) + 9 = 10
Concentration: 1d20 + 9 ⇒ (1) + 9 = 10

I don't know how many he hit me with, but just go top down on that list. I assume the DC is 11+damage, so it looks like if he actually hit me with 2 orbs, I lost the spell. 2 nat 1's in a row, bleh.

Edit: My page hadn't updated since yesterday, so I missed your explanation. I would've made it by your ruling, but unfortunately I think each missile counts as a separate check.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i take each missile as one lump sum when its done as one attack.
so you made the concentration check.

otherwise its very weak tactic, three checks at a much lower number.
you took 10 damage, so the concentration check is vs. that.
so you have your spell, where ya targetting it ?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

posted in the rules forum to get confirmation / sanity check. but it seems damage caused by a spell is treated as a whole, while injuries would each require a separate check.

Magic Section wrote:
Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Channel Energy, excluding Captain / Victor / two sailors (Loran is a dhampir too). I think the mephit is too high for me to catch, but I get two elementals.

It is an ice mephit and ice elementals.

Channel Energy: 2d6 ⇒ (2, 6) = 8


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

its centered on you, so you move further over ?

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yes, thank you. I derped.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

will #2: 1d20 ⇒ 2
will #3: 1d20 ⇒ 8


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r2] [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]

[r3] [24: forsythe],


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I target that jerk that hit me with the magic missile.

And then I cast sleep again.


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

The mephit has some thick skin, I hit him clean and it doesn't appear to have pierced his hide.

I shoot the one next to Leo.
Prescience: 1d20 ⇒ 19
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

I use the prescience roll for my attack roll, but my rolled attack doesn't confirm.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

victor shoots, he scores.

the elementals slam.
#3 slam vs. Leo: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 3 ⇒ (3) + 3 = 6
#1 slam vs. Ash: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 3 ⇒ (1) + 3 = 4
#2 slam vs. captain: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 3 + 1d3 ⇒ (2) + 3 + (2) = 7


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the slams miss.

the mephit flies low and breathes an icy blast over the captain, loran and Victor.

DC 13
cold damage: 1d4 ⇒ 1
Captain Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Loran Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Victor Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

the captain takes 1 cold damage
the captain is sickened for 3 rounds

loran takes 1 damage

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