The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


1,051 to 1,100 of 1,454 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

That's the plan.

Very much want out of this place.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Sorry for the delay! Was juggling things. Feel free to bot me if I'm the only one you're waiting on, I don't mind at all.


Unnamed

just throwin this out there. Kracow is at about 25 hp and surrounded. They do seem intent on wailing on him


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

So we're gonna lose him? When was the last he posted?

What could we do, in any case?


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Yeah, I'm pretty overmatched in this fight. Scratch that, I think we're all overmatched. I can keep trying to knock them down, but the rest of my spells don't seem to be effective against them. Having me doing 12 points of damage a hit (if I summon an earthbreaker) isn't going to make a dent.


Unnamed

ok

1d20 ⇒ 18

2d20 ⇒ (16, 17) = 33


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I can't hurt these guys not speced for comabt which is something I'm working on changing but there's not much I can do. If we could have gotten his body I would say rez him. But won't they just come back. Geez this sucked.


Unnamed

yep they would send something else. He drew a death card basically. Gotta love the deck of many things


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

You and I are speced for combat Varin. Just not the toe-to-toe slugfest variety.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Well, I'm sorry I didn't try to focus us on one at a time. The vomiting halfling didn't make sense to me, and I thought there was a door out. I thought if we could get them to chase us, we could kite them.


Unnamed

he vomited cause of boneyards spell


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Yep, cacophonous call. If target fails will save, they are nauseated for spell duration (round per level).


Unnamed

no biggy, not sure where he got to anyhow, just means it just got tougher


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yeah but not against elementals nothing I can do to them. I need some new spells. I was busy picking up buffs not debuffs and control. Although I can take a licking and keep on ticking. I think I have more hp than anyone else which is funny as heck.

And Mini nothing against you when I say that sucked it was luck of the draw.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

For Mini and any other fathers happy fathers day.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Heads up that Boneyard and family are headed to Ireland tomorrow until the end of the month for a vacation! I do plan to continue posting, but there could be some pauses here and there. I know its tricky with Boneyard the one possibly on hold since he's our primary scout. I'm ok with Mini playing him or if any of the rest of you want to boss him around anytime I'm slow to post :)


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Bring back mead and a keychain. Will pay for shipping and prezzies.....


Unnamed

Rolling for another game:

A 4d6 ⇒ (2, 6, 4, 1) = 13
B 4d6 ⇒ (5, 4, 6, 6) = 21
C 4d6 ⇒ (5, 3, 1, 2) = 11
D 4d6 ⇒ (1, 2, 3, 3) = 9
E 4d6 ⇒ (2, 4, 4, 1) = 11
F 4d6 ⇒ (6, 4, 3, 1) = 14

Rerolls

A 2d6 ⇒ (4, 5) = 9
C 2d6 ⇒ (5, 5) = 10
D 2d6 ⇒ (6, 1) = 7
E 2d6 ⇒ (6, 4) = 10
F 1d6 ⇒ 1

Second rerolls:
D 1d6 ⇒ 4
F 1d6 ⇒ 1 1d6 ⇒ 6
Final Scores

A: 15
B 17
C 15
D: 12 (13)
E: 14
F: 16 (11)


Unnamed

i do not want to make a decision of which picture you guys touch, even though boneyard is gone, you guys will have to decide


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Let me refit my spell list and I will make a suggestion

Mini:

A Bard's Life discussion is up


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Varin is leaning to the shadow giant. Gaints usually have weak wills. Which means sleep hex works as does evil eye.....


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

I'm good with the giant too. Better chance for Boneyard to affect it as well.


Unnamed

ok giant it will be. I will be doing some dice rolling off screen cause I am on phone, but I will not cheat you. Well maybe gunser


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

On phonetoo,giant is ok


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Well I didn't know it was a vampire too.... if its undead also we are screwed bone. Hiw about the hydra I can still sleep it maybe. And we can try to knack it also I have buffs to hand out before we fight once we make our choice.

Although I do have access ti resto spells. If we rest for a day.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser's staff is dragon-bane. Otherwise, something he can intimidate? +12 base, +7 for Touch of Glory. It's not a knock-out, but every bit helps.


Unnamed

discuss as you will. Once someone posts that they put their hand on the spot of a picture the encounter will begin! :)


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Well I don't see any dragons, not interested in the ooze, and really not the lich. Though if Miz and gun stay on it they should be able to beat it down quick. But it it wins it might get us all.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Could we prepare a web/tanglefoot/netting or such to hazard the lich? It is at least a spellcaster, if we declare saved attacks against his casting, that's a lot of concentration checks to make. It might be our best best.


Unnamed

note the characters do not know it is a lich


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Yeah, we just know some sort of spell book toting undead. Both Boneyard and Varin are going to be wary of undead because of possible mind-affecting immunity although a spell book suggests a mind. I can give everyone a +1 initiative with careful teamwork. Also cacophonous call works against most baddies, just not the delightful cold iron golems. I'm ok switching to the pyrohydra or the spell toting undead.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Oh hush mini we don't know what a lich is but its an undead spellcaster. Heck it could be a unique mummy or a really bad off vamp that doesn't change the undead spellcaster angle which is what I think i f when I say lich.

I'm cool with the hydra if I can evil eye it and then sleep and someone can force a reroll if it saves we might be able to coup dr grace it.


Unnamed

im just saying. I want my TPK!


Unnamed

or was that MTV?

eh I will go with TPK I think that is right


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

I can't force him to reroll for your sleep hex. At least not any way I can think of. I can give any of you a reroll to use yourself. I'm ok with the pyrohydra. If that's what we do, I'll go invisible, search for and DD any traps, put my hand on that handprint, then use cacophonous call with an arcane surge to make him save twice once he appears unless Varin gets him first.


Unnamed

I'm goin to check forums but since they can live without head seems like those spells would only effect one head at a time


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Interesting question. I've never considered that before. Will be interesting to see what you find. Let us know if that would be character knowledge or not. It may change our plan.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

It's good to be able to plan a response.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yes but sleeping is a total body thing for most people. And there are myths of people sneaking up on a hydra sleeping.
Sorta like dominate monster. It gets the whole mob not just one head. Though one head would be funny
But even it it only knocks one head out its not a bad thing. And guys kill the body....


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Bleed attacks are deadly on non-sentients (who can't Heal check), if we can kite. We can make some very stout netting, and put it in front of the picture we activate.


Unnamed

haven't found ot out yet. What was ur arcana again?

sry phobe post


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Wild arcana which I can't remember what it does since I don't have my tower near by. They didn't have anything good for witch really so i took dual path and branched into divine so I can Effect my buff spells


Unnamed

I meant what was boneyards arcana check


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Oh lol.


Unnamed

boneyard is pretty sure that only individual heads will be effected


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Fair enough. Does that mean I could sleep one head at time or can I hit the whole creature justonce?


Unnamed

each head one time. so 12 times if you chose.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Okay that's fair. I doubt I will do that but its good to know going into it. I see why you choose the hydra. And I don't blame you. Sadly its Varin's most effective combat maneuver.

And it gets worse at lvl 9 if I take ice tomb.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Well Varin, if we stick to this (and it sounds like we might), I guess you and I need to make sure we're going after different heads with our save or suck/save or dies.

1 to 50 of 1,454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Absalom Gambit Discussion All Messageboards

Want to post a reply? Sign in.