Shisumo's Red Redoubt (Inactive)

Game Master Shisumo


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Male Human (Taldan) Fighter (Unarmed) 1

ill be checking in to see when im supposed to act. im pretty sure i will take 1d6 fire dmg before macawi can drag me away though, unfortunately. :(


Weird rules quirk: you could delay your action until after Macawi acts in order to avoid the fire damage. And as soon as Macawi gets you out of range, Sparky's going to heal you, so you're back in the game (albeit prone) basically immediately.

On the other hand, the move out of the skeleton's threatened area will indeed provoke an AoO, and Macawi also suffers 1d6 ⇒ 6 fire damage from the skeleton's aura. Pausing to double-check that Macawi's willing to take the AoO in order to complete that action before I resolve it.


Male Human (Taldan) Fighter (Unarmed) 1

thats odd, didnt realize you could delay when unconscious. hehe.

i sure hope macawi is willing to incur an aoo, or im pretty much guaranteed to be dead. he at least still has his temp hp, right? or if not, he should be able to use his psi focus to grab some. its all good, if i die ill make up a cleric so we can add some more healin to the group.


DM Shisumo wrote:

Weird rules quirk: you could delay your action until after Macawi acts in order to avoid the fire damage. And as soon as Macawi gets you out of range, Sparky's going to heal you, so you're back in the game (albeit prone) basically immediately.

On the other hand, the move out of the skeleton's threatened area will indeed provoke an AoO, and Macawi also suffers 1d6 fire damage from the skeleton's aura. Pausing to double-check that Macawi's willing to take the AoO in order to complete that action before I resolve it.

Macawi will take the AoO - I just was trying to indicate that he was taking whatever defensive options were possible in performing the action. He's not attacking, so fighting defensively doesn't quite seem right...

My temp hp only last a minute, so they have expired. I will indeed be calling them up shortly, but didn't dare wait while you fried.


Macawi grabs his fallen ally and begins to drag him away. Unfortunately, the skeleton standing over Garrick's unconscious form seizes the opening in Macawi's defenses and slashes its falchion at the half-giant. AoO: 1d20 + 2 ⇒ (15) + 2 = 17, damage 2d4 + 3 ⇒ (1, 2) + 3 = 6 plus 1d6 ⇒ 5 fire. Fighting defensively actually requires making an attack roll and full defense requires a standard action, so neither is an option right now. As a result, I think that hits Macawi's shieldless AC.

Once the badly bleeding and scorched Macawi gets Garrick to safety, Sparky rushes over and applies a healing spell to the warrior's wounds, restoring much of the damage done by the skeleton's blade and flames.

Garrick can now act, though he is prone. Sylvalia, Mala and Asim also still have actions to take.


Macawi's AC without his shield is 16, so that does hit. He has 10 hp currently, so 11 points of damage puts him at -1 unless it has actually been less than a minute and his temp hp are still in effect.

EDIT: My bad - my vigor lasts for 3 minutes, not one. Has it been three minutes, oh kind and generous DM?


Male Human (Taldan) Fighter (Unarmed) 1

he took 6 dmg from the fire aura at the start of his turn. even if he had the 5 temp hp, that still puts him at -2. which means there is pretty much no hope for either of us, as the aura will kill us both very very soon.

unless sparky can get adjacent to me to heal me without being adjacent to the skelly, since he can reach into my square to heal me without fear of an AoO thanks to macawi soaking it up. but in that case, i wont be able to drag macawi away, cause i would still be prone on my turn. eesh. these things are pretty nasty for a level 1 party.


Male Human (Keleshite) Gunslinger (Pistolero) 1
Garrick Hathorne wrote:

he took 6 dmg from the fire aura at the start of his turn. even if he had the 5 temp hp, that still puts him at -2. which means there is pretty much no hope for either of us, as the aura will kill us both very very soon.

unless sparky can get adjacent to me to heal me without being adjacent to the skelly, since he can reach into my square to heal me without fear of an AoO thanks to macawi soaking it up. but in that case, i wont be able to drag macawi away, cause i would still be prone on my turn. eesh. these things are pretty nasty for a level 1 party.

I should have moved to provoke the AoO first (better AC than Macawi), then ready action to fire after Macawi drags you out. I'll have to see what I can do...


Female Elf Wizard (Conjurer) 1

The fact that the skeleton Asim had destroyed exploded into a burst of fire is not lost on Sylvalia. As her companions fall to the advancing skeleton, her face contorts into one about to make an awful decision.

The necromantic inferno that sustains these undead will be released upon their destruction! Prepare thyself!

Acid dart: Ranged touch 1d20 - 2 ⇒ (15) - 2 = 13
Damage: 1d6 ⇒ 5

Softly, I'm sorry...


Missed that Macawi's wounds hadn't been fully healed earlier. Yes, temporary hit points or not (and honestly, it's been longer than 3 minutes at this point anyway, what with the discussion you had with the two guards before), Macawi's down as well. Sparky can get close enough to cast a healing spell still, and I'll let him keep his awesome roll - just up to him who he uses it on.

We'll deal with the effects of Sylvalia's action once Black Tom makes his decision.


Male Human (Taldan) Fighter (Unarmed) 1

I'm confused as to how sylvalia is acting again. We are still in round 1, right? I ask because if sparky still decides to heal me, I should be able to move away from the skelly before she shoots and explodes it...


Sylvalia's action is technically round 2 before the skeletons go again, as per my usual initiative policy of "you go, monsters go, you go" in whatever order you wind up posting. But since Sparky's healing will go off before Sylvalia's acid blast, you can indeed move away before it goes off. That said, I'm not sure you should - when you take an action, you're going to take 1d6 fire, with no save; the skeleton's death explosion, however, is 1d6 fire save for half. Just FYI.


Male Human Druid 1

I already healed Macawi earlier, so I think I'll stick with healing Garrick.


Male Human (Taldan) Fighter (Unarmed) 1

ok I gotcha. Where did macawi end up when he passed out? If he is next to me, can I stand up and drag him away from the door? If so, I will do that after sylv blasts the skelly. If I can't do that, I will stand up and take a total defense, using a swift action to activate my stance. I need one hand free though, so if I'm dragging him, I can't do it this turn.


Male Human (Taldan) Fighter (Unarmed) 1

Dunno if I can do a ref save when prone, or if I get a bonus or penalty or not, but here is my straight up roll---

Ref save:

1d20 + 4 ⇒ (9) + 4 = 13

Gah! These things are hot! Thanks, Spark. Now we gotta get the big guy outta here!


Male Human (Keleshite) Gunslinger (Pistolero) 1

I'm about to blast one of these guys, but I'll wait for Shisumo to post the death writeup of the skelly, hehe. As it appears that the acid killed it, I'll roll my Reflex Save now

Reflex 1d20 + 7 ⇒ (9) + 7 = 16


Okay, now to actually sort through what just happened...

The skeleton's vicious swing deals a near-mortal blow to Macawi, who falls to the ground, bleeding out his life on the red steel floor. Hoping that the skeleton will remain distracted enough to not do the same to him, Sparky leaps into the gap and sends healing energies through Garrick, dragging him back from the brink of death. At nearly the same moment, Sylvalia sends another blast of acid at the burning skeleton, which finishes the job her earlier blast began, eating through the remaining bones until they cannot hold together, and another wave of fiery energy sweeps outward as the skeleton collapses.

The explosion deals 1d6 ⇒ 2 fire damage to all adjacent characters, which is basically everyone except Mala and Sylvalia; a DC 11 Ref save reduces that by half. Garrick and Asim have already made their saves, but Sparky and Macawi still need to - although Macawi is unconscious and dying, he can make the save, but his current Dex modifier is considered to be -5 instead of its usual value.

Garrick then rolls to his feet and drags the half giant away from the doorway before the next wave of fiery undead advance upon you.

Asim can do his thing, and then we need another action from Mala. Anyone know what happened to her player? Marcelina's gone silent too...


I can't make it worse with a bad roll, right? (Rhetorical question, don't bother to answer.)

Unconscious reflex save 1d20 - 5 ⇒ (7) - 5 = 2

Not even if I was upright and ready... I'm now at -9 hp, but I'm not rolling up new yet - I have faith in my teammates!


Male Human (Taldan) Fighter (Unarmed) 1

at least in PF it's -con instead of -10. I don't have any ranks in heal, but I'll still be trying to stabilize you (or aiding sparkys roll or somethin).


If Mala doesn't post, may I selfishly suggest that she attempts to aid another on the heal check for a certain unconscious half-giant? Just a thought...


Male Human (Keleshite) Gunslinger (Pistolero) 1

The Keleshite moves purposefully, unmoved by the heat of the fire. He positions himself in the path of the skeletons (J-13, can't save the map file for some reason) and aims his gun purposefully.

Ready action to shoot the first skelly to successfully stand up. When that time comes...

Touch attack 1d20 + 6 ⇒ (13) + 6 = 19

Damage 1d8 + 1 ⇒ (3) + 1 = 4

Grit point--up close and deadly 1d6 ⇒ 2


Male Human (Keleshite) Gunslinger (Pistolero) 1

That should be 6 total damage to the first one that successfully stands, fyi. Just in case the grit point thing wasn't clear.


They already stood up - that was their action last round. So you can just pick one to shoot.


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:
They already stood up - that was their action last round. So you can just pick one to shoot.

My bad. Is it ok if I just blast S1 from where I was and then reload?


Asim Chigaru wrote:
DM Shisumo wrote:
They already stood up - that was their action last round. So you can just pick one to shoot.
My bad. Is it ok if I just blast S1 from where I was and then reload?

Sure.

Asim's bullet blasts another skeleton into a shower of flame and bone shards, leaving only one remaining. Mala rushes to Macawi's side and tries to see if she can help him in any way. Aid Another check on what I assume is a forthcoming Heal check to stabilize Macawi: 1d20 + 1 ⇒ (14) + 1 = 15.

The remaining skeleton attempts to move toward Asim, its sword and bones alike surrounded by rippling flame. Acrobatics check to move through the grease: 1d20 + 2 ⇒ (16) + 2 = 18. Though slowed by the slick floor, its unnatural dexterity keeps it from falling again. Once into the hallway, it slashes at the gunslinger with its falchion. Falchion attack: 1d20 + 2 ⇒ (20) + 2 = 22, damage 2d4 + 3 ⇒ (2, 2) + 3 = 7 plus 1d6 ⇒ 1 fire. Crit confirm: 1d20 + 2 ⇒ (7) + 2 = 9, damage 2d4 + 3 ⇒ (3, 2) + 3 = 8. Wow. That was close.

Your actions.


Male Human (Keleshite) Gunslinger (Pistolero) 1

That drops me to 4 HP left, so I hope y'all can find a way to drop this guy before my turn, hehe. :-)


Female Elf Wizard (Conjurer) 1

Frustrating, since you'll be taking damage regardless, though hopefully if it's brought down before your turn, you'll get your Reflex save.

Ranged touch acid dart: 1d20 - 2 ⇒ (10) - 2 = 8
Damage 1d6 ⇒ 3

Ugh. Not from me this round.


Male Human Druid 1

Panicked, Sparky backs away and unleashes a blast of electricity at the skeleton.

Ranged touch Lightning Arc (firing into melee):1d20 - 2 ⇒ (20) - 2 = 181d6 + 1 ⇒ (1) + 1 = 2

Crit confirm:1d20 - 2 ⇒ (11) - 2 = 91d6 + 1 ⇒ (3) + 1 = 4


Male Human (Keleshite) Gunslinger (Pistolero) 1

I'm pretty sure skellies are immune to electricity. Asim doesn't know that of course, but had Mala been here she probably would have made a knowledge check and told us that. :-) Alright, I only see one course of action, so if you don't mind I'm just going to roll the aura damage and if I'm still alive I'll take my turn.

Aura damage1d6 ⇒ 4


Male Human (Keleshite) Gunslinger (Pistolero) 1

Hmm, that was the one roll I was hoping to avoid, because now I have to make the tough decision. Here goes...

The heat of the fire saps the last of the gunslinger's strength, but he will not fall until the last enemy is defeated. He steadies his hand, raises the barrel of the pistol at the skeleton's burning skull, and pulls the trigger (incurring an AoO). If I survive the AoO...

Ranged touch attack, melee penalty1d20 + 2 ⇒ (15) + 2 = 17

gun damage1d8 + 1 ⇒ (8) + 1 = 9

Up close and deadly extra damage 1d6 ⇒ 3

Whether I hit or miss, I collapse from the effort.


Male Human (Taldan) Fighter (Unarmed) 1

naw, they are immune to fire dmg instead. ;)

i will aid another for sparky / sylv to stabilize macawi. if asim doesnt kill the last skelly, ill also take a swift action to activate my turtle stance.

1d20 + 1 ⇒ (5) + 1 = 6


Asim, even though you are disabled at 0 hp, you can still take a 5 ft step away from the skeleton before you shoot it. I strongly encourage this choice. ;)


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:
Asim, even though you are disabled at 0 hp, you can still take a 5 ft step away from the skeleton before you shoot it. I strongly encourage this choice. ;)

I didn't know that was allowed. I'll definitely move 5 ft down first, then shoot. I'm assuming Sparky moved 5ft away first too, otherwise he would have provoked an AoO.


Male Human Druid 1

That was indeed my intention - thus the "backs away". I'm a little confused as to the map, I'm afraid, with all the moving.

Sparky's next action will be to cast Stabilize on Macawi, assuming he can do so without provoking.


Everything on the map was right except for Asim and Sparky's locations - the 5 ft steps haven't been made yet. I've updated that bit, but it's largely irrelevant, because....

Sylvalia's acid burns the djezteel wall behind the skeleton, and Sparky's electricity causes a few bones to snap, but Asim's bullet is rather more thorough. Once more the gunslinger's bullets do their job, and the skeleton explodes in a burst of flame that fortunately no one is close enough to feel. Asim, however, then collapses himself, the shot having taken the last of his strength, leaving Sylvalia, Sparky, Mala and a badly-wounded Garrick as the only ones conscious in the corridor.

By the by, Sparky took 1d6 ⇒ 1 fire damage at the start of his turn, before he could back away.

End of combat. 267 XP for each of you. Sparky can get Macawi and Asim stabilized with no trouble.

What next?


I thought you were keeping track of xp -- did we get any from the two augmented guards or the trap Mala found?

As for what's next, I'll have to leave that to the conscious members of the party.


DM Shisumo wrote:

The Ulfen guard sidesteps Garrick's attack, and neither his expression nor his companion's show any response to the fighter's gibe. As soon as Garrick steps aside, however, Sylvalia whispers words of arcane potency, and a dizzying blast of color washes over your enemies.

Love the color effect on the map! Will save for Guard #1: 1d20 - 3; Will save for Guard #2: 1d20 - 3.

Both men tumble to the ground, unconscious.

You may do as you will to them. 267 XP for each of you.

I haven't awarded XP for the trap yet, because I'm waiting for you to "overcome" it in some fashion.


Male Human (Taldan) Fighter (Unarmed) 1

Garrick looks at the scrawny druid, and then at the chidlike bard, and shakes his head, sighing as he wraps his arms around Macawi's massive torso.

Well Sylv, it looks like me and you get this ton of bricks. Grab his legs, will ya? Sparky, Mala, can you handle Slim? We gotta get to one of those empty rooms and decide if we are going to hunker down or send someone back to town for help.


Female Elf Wizard (Conjurer) 1

Sylvalia stands motionless for a moment, controlling her breathing and steadying her nerves. For a moment, it seems that Garrick's words are lost on her. Then, she nods in assent and approaches to take the legs of the large man.

Indeed. A wise course of action. This confrontation was nearly disastrous. You can see the trembling in her hands as she assists Garrick.


Male Human Druid 1

Sparky smiles nervously as he helps drag Asim to safety. "Er, they know we're here and I'm out of healing. Shouldn't we be getting out of here or at least sending for help?"


Female Elf Wizard (Conjurer) 1

I assume thou referest to the Redblades. My spellcasting energies are not yet depleted. While I make no claim to be able to turn back a concerted assault, I may be able to eliminate a patrol that happens upon us. Shouldst thou refer to the undead, then my spells will be of little help. I found the subject of necromancy to be... distasteful, even though found within the school are potent spells to counter and disrupt animate dead.

Then softly, to herself, she mutters, Given their presence within the Redoubt, I may have to look past such niceties and devote time to research such spells.


Male Human (Taldan) Fighter (Unarmed) 1

I don't know nothin about magic, but I know we don't have horses or a wagon. Unless one of you has a potion of titanic might hidden somewhere, theres no way we are all making it back to town like this. We need to either all hunker down until Spark can get his spells back, or we need to send someone back for help. I don't mind stayin to guard, and I don't mind goin back, so I'll let you all decide what you wanna do.


Indeed! Decision time!


ZZZZZZ murmur

Polyglot:
"But I don't want to feed the goats, I want to sleep!"


Male Human Druid 1

OK, Sparky is a coward but I'm actually fine with spending the night. Of course, if we know that there is a cleric willing to join us, that would be preferable. Sparky's vote is to send for help.


I think I have a player lined up for you guys, though I don't think he'll be ready to start for a day or two. I can work him in wherever I need to, however, whether you guys choose to stay or go. One option might be to send Mala back, if you're thinking about having someone go for help...


Makes sense to me...

The diminutive archivist bounces to her feet. "Well, no offense, but I don't think hiding in here with those two is very interesting. If someone's going to go for help, I vote that it's me. I'll make sure Shevala knows what we've found thus far."

And, without allowing for any dissent and without stopping to listen when it is raised, the gnome scoots out the door and down the hallway, moving quite stealthily.


Female Elf Wizard (Conjurer) 1

Sylvalia will suggest to hole up in the larger room, where the old battle had taken place. It was pretty well searched earlier, and nothing jumped out at us. That being said, she'll take 20 to search the room again, making special note of any breaches in the walls, ceiling, and floor.

Assuming a 22 discovers no threats, she'll sit down and begin chronicling the events thus far, muttering that Mala could have waited for her to do this so that her notes could be sent along to Shevala (completely oblivious to the fact that in her thoroughness, several hours will elapse before her notes are finished, complete with annotations and footnotes).


Assuming no one objects to Sylvalia's plan, you can all make Intelligence checks for me - Syl gets a +2 circumstance bonus, thanks to her detailed searching.

Intelligence, DC 15:
After spending some time with the detritus in the room, you realize there is something you haven't seen amongst all the various personal items: any of the red patches or bits of fabric the Redblades apparently use as markers for their members. There are a few other oddities as well - some of the books and notes are written in Orc, and there's a small hand-carved holy symbol of Gorum on one of the mattresses.

The morning passes into afternoon while Sylvalia writes, and the two unconscious characters slowly make their ways back to consciousness (though they are still seriously wounded).

Perception, DC 15:
Outside the room, you hear what sounds like two sets of heavy tread, making their way along the corridor outside the room. You don't hear any speech, however, and the footsteps are steady and unwavering.


Female Elf Wizard (Conjurer) 1

Intelligence: 1d20 + 6 ⇒ (9) + 6 = 15

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

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