Shadows in Freeport (Inactive)

Game Master baldwin the merciful


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Evil GM

Riggs:
You may ahve missed the post but I mentioned that the pit opened and the four humanoids appear to be floating over the pit. The wolf did disappear but that was from Sweet's arrow.

POST


Evil GM

It appeared as if the rats took some damage. I did position the fireball, so that it did not encompass Sweet or Norjan.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Perfect. Thank you. I hope it got a couple of those plants too. :) Got lucky on the high damage - average would have been 24-25. Likely half damage from being incorporeal, but since a swarm, what got though should do 1.5 damage, ... I am hoping.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

DM

Spoiler:
Thanks DM, I did miss that post.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

Hearing the call for retreat and being unsure how to deal with this incorporeal thing, Norjam attempts to retreat back next to Shine.

I cannot give locations as I do not know where the current map is.

Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23

Will double move if necessary, otherwise I will ready an action to attack anything that approaches.


Evil GM

Here is the map again. Make a second acro if you are double moving. (Are you retreating or withdrawing?)

LINK

You can not see.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

I will move to K10 and then ready a standard action to attack if anything approaches that I can hit.


Evil GM

Swarm traits doesn't get an AOO


Evil GM

no you are not still hasted.


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

Are we still hasted?

Sweet hearing the gnome's screams move back towards the voice she hears.

Double Move to J6.

Acrobatics: 1d20 + 12 ⇒ (20) + 12 = 32
Acrobatics: 1d20 + 12 ⇒ (1) + 12 = 13


Evil GM
"Sweet" Talulah Sweetrazor wrote:

Are we still hasted?

Sweet hearing the gnome's screams move back towards the voice she hears.

Double Move to J6.

Acrobatics: 1d20+12
Acrobatics: 1d20+12

You have half movement with the acro save. So the most you can move is 20 feet (double move) total since you are a halfling. I didn't check your abilities or equipment for anything that would enhance your speed.


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

I just realized this. I'll move to M10.


Evil GM
"Sweet" Talulah Sweetrazor wrote:
I just realized this. I'll move to M10.

Sweet Only:
Make a DC16 Will save, add a plus 8 becuase of the weather conditions, if you miss make a second one. If you fail the first Will save you take Wis Damage: 1d8 ⇒ 2, if you miss the second one you are fascinated.

M COW

Hmm lost my update notification again.


Evil GM

RD1 Rd 1 recap

Sweet - shot the wolf with a arrow.
Riggs - cast pit
Icabhod - touch attack CMW on undead rate swarm
humanoid - held action but eventually casts Sleet storm.
Rats - swarmed norjan
Norjan- moved to K10
Belloch
Shine - cast fireball.

Belloch still has an action. I will fit it in when he logs on.

RD2:

Sweet - Moved to M10.
Riggs - 5 ft step to K6
Icabhod - moved to L9
humanoid -
Rats -
Norjan-
Belloch
Shine

RD 2 begins


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

DM:

Will Save: 1d20 + 5 + 8 ⇒ (10) + 5 + 8 = 23


M COW

Ichabhod will move to L,9


Evil GM
Icabhod wrote:
Ichabhod will move to L,9

make your DC10 Acro roll


M COW

Acro: 1d20 ⇒ 20

Icabhod's feet are steady on the slick ground as he moves.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Riggs, fighting the weather, begins making his slow withdrawal from the gate. As he moves, he attempts to end the snowy magic with a counter spell of his own.

5' step to k6. Cast Dispel Magic, trying to end the Sleet Storm spell effect.

Dispel Check 1d20 + 6 ⇒ (20) + 6 = 26


Evil GM

Riggs make a concentration check.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

I will be away from the net most of the day tomorrow. Feel free to DM bot me. Defensive fighting for max AC. Two-weapon fighting with the picks if I can hit anything.


Evil GM

The weather doesn't have an effect on the incorporeal rat swarm they engulf Shine.

The swarm currently occupies Hexes J 7/8, K7/8. Shine's Str Damage: 1d4 ⇒ 3

That is going to make that full plate problematic. You will need a caster level check if you cast a spell: DC20+Spell level.

The humanoid will hold until Riggs results are known. He will act before Norjan, Belloch, Shine


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Concentration check 1d20 + 11 ⇒ (10) + 11 = 21


M COW

Can Ichabod do an action after moving? I want to cast again on the swarm that is attacking Shine.


Evil GM

Riggs you succeed in your concentration and you dispel magic succeeds. the sleet stops, and you see translucent shape engulfing the cleric.

The four small humanoids are no longer visible.

I will take the humanoid's action in the morning.


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5


Good job Riggs!


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Shine calls out in alarm as the attack drains strength and vitality from her. You must have magical weapons to hurt these creatures. And force effects are the sure way to hurt them. she says as she channels positive energy to harm undead.

Channel: 3d6 ⇒ (2, 3, 5) = 10 DC is 18

She staggers backwards to get out of the swarm dropping her melee weapon as she does. Move into L7 and then back to L5. (Edit) When she drops her melee weapon she is now at heavy encumbrance and should still be able to move 15, I think?


Evil GM

Icabhaod yes, you can make your std action since the sleet would have been dispelled.

Shine I will fit action but the humanoid goes first and that may influence what you can do. I spent some time trying to find the rule on being overloaded and could not find one.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Just did a little research - got confused and added weight instead of dropping it, and through it did not work at first. When I did it right, Shine can drop a weapon as a free action as she moves and not be overweight. So I think she can be in L5, after her turn.


Evil GM

There is a sudden driving shower of dark ash that covers the area of the previous sleet storm. Vision is blocked, even darkvison, and the falling cinders makes the ground become difficult terrain (each square counts as 2 for movement, 3 for diagonals. You can't run or charge.)

You won't be able to get to L5 based on your speed, I haven't looked to see if you have any special ability or magical item that would negate the condition. Tell me if you do.


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Riggs tries to figure out what spell the assailant has cast now.

Spellcraft 1d20 + 14 ⇒ (7) + 14 = 21


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

If the dark ash happens before Shine takes her turn, as I think it does, then she is only able to move to L7 after she channels.

Get these things off of me. She calls somewhat desperate.

Spellcraft to Identify the spell: 1d20 + 7 ⇒ (18) + 7 = 25

Is she able to tell if the positive energy effects the shadowy swarm?


M COW

Icabhod sees that Shine is in dire need of aid and his hand glows even brighter as he chants some words.

Touch attack on the undead on Shine. Cure serious wounds DC 17 to reduce

touch attack CSW: 1d20 + 7 ⇒ (16) + 7 = 233d8 + 6 ⇒ (2, 8, 8) + 6 = 24


Evil GM

Rats Will Icabhod: 1d20 + 6 ⇒ (11) + 6 = 17

The incorporeal rat swarm makes the save then wraps around Shine.

Then the ash storm hits the group described above.

Riggs and Shining you are certain this was an arcane conjuration spell, ash storm which was cast, and that it has a base 400 ft range.

Shine you don't have the movement to make a diagonal 5ft step to L7. To make a 5 ft step diagonal is a full round action. (CRB188) Additionally, it takes 3 squares to move a diagonal as move action and your short legs don't permit that in this situation. (CRB193)

Will Save vs. Channel: 1d20 + 6 ⇒ (14) + 6 = 20


Evil GM

RD2: mid round update

Sweet - Moved to M10.
Riggs - 5 ft step to K6
Icabhod - moved to L9, cast spell Rats saved.
humanoid - cast Ash storm
Rats - swarmed Shine, 3 str damage to shine
Norjan-
Belloch-
Shine - channeled, rats saved.

Norjan and Belloch have actions remaining.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)
baldwin the merciful wrote:

Shine you don't have the movement to make a diagonal 5ft step to L7. To make a 5 ft step diagonal is a full round action. (CRB188) Additionally, it takes 3 squares to move a diagonal as move action and your short legs don't permit that in this situation. (CRB193)

[dice=Will Save vs. Channel]1d20+6

OK. Trying to understand. I have a 15 foot move, even heavily encumbered, which I am right now. I want to use all that 15 foot of movement to move one diagonal after I channel. What is the problem? Edit - Oh, I see. I meant L5 above. Sorry. My goal was L7, but only trying to go 5 feet now.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Shine, greatly weakened from the drain of the swarm drags herself 5 feet back and out of the shadowy rats. Someone drag me out of hereShe says without pride.

Correction to my Channel damage - Sun domain adds +my level in damage. so should have been 16 points that just went off. I understand they saved, but am not sure if that means they take half or quarter or none. :)


Evil GM

Shine - A gnome has slow speed and under normal conditions moves 20 feet. Unless you have a special ability or some magical enhancement to boost your movement, one-half of your movement is 10Ft. In fact, your character sheet has your speed listed as 15ft (encumbered CRB 171), so one half of 15 ft is 7.5ft. Take a look at the CRB pages (188, 193 and 194)that I mentioned above. The ash creates a hazardous terrain.

You probably missed this post:

PRIOR POST


M COW

Norjan! grab Fairspindle!


Evil GM
Fairsplindle Shiningstar wrote:
baldwin the merciful wrote:

Shine you don't have the movement to make a diagonal 5ft step to L7. To make a 5 ft step diagonal is a full round action. (CRB188) Additionally, it takes 3 squares to move a diagonal as move action and your short legs don't permit that in this situation. (CRB193)

[dice=Will Save vs. Channel]1d20+6

OK. Trying to understand. I have a 15 foot move, even heavily encumbered, which I am right now. I want to use all that 15 foot of movement to move one diagonal after I channel. What is the problem? Edit - Oh, I see. I meant L5 above. Sorry. My goal was L7, but only trying to go 5 feet now.

I think this has been figured out now, Shine has spent her 15 feet of movement to move diagonal from K8 to L7.


Evil GM

RD2: mid round update

Sweet - Moved to M10.
Riggs - 5 ft step to K6
Icabhod - moved to L9, cast spell Rats saved.
humanoid - cast Ash storm
Rats - swarmed Shine, 3 str damage to shine
Norjan-
Belloch-
Shine - channeled, rats saved. Use her 15 ft movement to go from K8 to L7.

Norjan and Belloch have actions remaining


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

I am very confused. I see Shine as being at L7, which is by the gate. I am at K10, and the swarm was at L13/M13 in Round 1. The only map I have is from the end of the tree fight with no swarms, pits, or other enemies apparent. I would like to help by grabbing Shine and moving her, but I really do not know where she is, where the rats are, or where the ash storm is.


Evil GM

Here is the latest map.

Latest Map

Does anyone know how to delete spell templates once they have been put on a maptools?

---
Norjan

You are currently in K10 and Shine is in L7. The swarm takes up hexes J7/8, K7/8. You are in the midst of the the ash storm and really have no idea how far it extends, vision is blocked. This is considered difficult terrain.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10
baldwin the merciful wrote:


Does anyone know how to delete spell templates once they have been put on a maptools?

I played around with it for a few minutes as I had the same problem before. Try this. Click on the Template button (third from the left on my version), then go to the color panel that should show up on the right side of the screen, at least that is where it shows up for me. Select the Eraser button. Now just make the same template/blast/area of effect as before and it should erase the old one. Note - you have to select the type of template before clicking the eraser as when you select a new template, it changes the color back to the cloudy one you have.

Also, you can change the color and opacity of the area of effect if/when there are multiple area of affect spells in effect.

It looks like you have 3-4 different things up, but if you made one light pink, another light blue, another light grey, etc., then it would be easier for all of us to know what was what. With the party starting at level 6, I assume there will be a lot more area of effect type spells. When you post the map, just note on your post which color represents which spell so that I do not go running into a stinking cloud thinking that it is a circle of protection from evil.

Unsure what is ahead of him.

Someone hit that light in the window.

Norjan then moves 5' to K9 to see whether he can hit whatever is harming Shine.

Attack-Heavy Pick +1 (fighting defensively): 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Damage: 1d6 + 8 ⇒ (3) + 8 = 11


Human Male Warpriest (Desna) 1 | HP 14/14 | AC 20/12/18 | F+4, R +2, W +4 | Init. +4, Perc. +3 | Blessings 3/day | Second Chance 1/1

Since we are the Ash Storm, I doubt we can see the light in the window, unless I am mistaken. That spell screws with your vision, iirc.


Evil GM

Riggs you can not see the light in the window at this time, the ash blocks vision.

norjan I will try your suggestion, when I get some time. Busy day today and into the evening.


Evil GM

Norjan thanks that did the trick. Here is a cleaner map version before Norjan's action.

I did not make Norjan's move yet, too busy at work. I will do that later.

Clean MAP


Evil GM

RD2: round update

Sweet - Moved to M10.
Riggs - 5 ft step to K6
Icabhod - moved to L9, cast spell Rats saved.
humanoid - cast Ash storm
Rats - swarmed Shine, 3 str damage to shine
Norjan- 5 ft step used +1pick
Belloch- .
Shine - channeled, rats saved. Use her 15 ft movement to go from K8 to L7.

Norjan and Belloch have actions remaining

Belloch still has RD1 and Rd2 actions to perform.

I'll be offline, daughter's swimmeet, until after 9 pm. If Belloch hasn't checked in I will take both actions.


Evil GM

Rd1 Belloch will cast fly on himself and move off the ground to avoid the swarm. Rd2 Belloch casts haste.

Rd3: Begins

Sweet
Riggs
Icabhod
humanoid
Rats
Norjan
belloch
Shine

MAP RD3

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