The Absalom Gambit (Inactive)

Game Master Vuvu

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


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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 ]

Ooh, sword. Awesome spear is gone? And Mizaru has a climb speed and doesn't need to make the checks!

"I will hold onto it," Mizaru says, taking the sword from Boneyard. He follows after the others into the darkness of the shaft.


Unnamed

yep the shaft of the spear stayed in the keyhole.

Gunser follows grumpily. The all hit the bottom in the pitch blackness. Light nor darkvision penetrates. The skittering sound increases.

Somewhere in Mizaru's nightmares there is a goblin that once dealt with something similar.

Mizaru touches down last and the room is bathed in almost blinding light. Our heroes stand in the center of a circle about 100 feet away appeares to be a key hole. It is hard to make out because it is covered in skittering bugs.


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

"Mmmm, I suppose we need to check out that keyhole even if it looks a tad unpleasant. Hopefully that sword will work there Mizaru." After detecting magic ahead, Boneyard walks toward the key hole, watching for any traps and attempting to see if he knows what type of bugs they are.
Perception 1d20 + 16 ⇒ (9) + 16 = 25
Knowledge (nature) 1d20 + 7 ⇒ (2) + 7 = 9


Unnamed

Boneyard:
It is a swarm of soe kind of bugs. There is magic permeating the room.

The bugs do not moves as you get close to them. Do you continue?


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 ]

Mizaru freezes for a moment when he sees the bugs, memories of another battle filling his head, strangely familiar. It is muddled and strange. A goblin, a frog, and a cat fighting beetles in a forest under the cover of darkness, a humanoid swarm of them casting spells and making fire.

As quickly as they arrive, the memories leave, becoming distant and difficult to grasp. The vanara's eyes refocus on Boneyard walking towards the keyhole. "Wait!"

Mizaru's voice has become higher-pitched and conveys urgency. After a moment he seems to realize himself and he returns to his usual stoic manner. "I think I remember these. They are . . . very dangerous. Do not get too close. I will tell you what I can."

To the discussion page!

"I have flasks of acid and fire, if that will help, but that is all I can offer here."

3 acid flasks, 4 alchemist's fire (and some thunderstones if that helps)


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

Boneyard calls out, "Is there someone here? Who turned on the lights?" And more quietly to Mizaru, Varin, and Gunser, "There is magic here. And those bugs are some sort of swarm. If they turn on us, I do not have a lot of ability to do them harm."
Spellcraft 1d20 + 8 ⇒ (18) + 8 = 26 or Knowledge (arcana) 1d20 + 9 ⇒ (8) + 9 = 17

"I'll stop right here the. Mizaru until we figure out what to do."


Unnamed

There is a chittering reply from EVERYWHERE


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

Know nature 1d20 + 11 ⇒ (5) + 11 = 16


Unnamed

varin realizes that it is a swarm, maybe more than 1


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

"I've a fair number of fire and acid flasks and such... But no real plan for dealin' with these things."

Gunser will share out his alchemical supplies... "Alchemist Fire x2 ; acid flask x2 ; tanglefoot bag x2 thunderstone (1 lb) 30gp "


Unnamed

The chittering seems to pick up in intensity. As if something is about to happen.


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

Mage armor me and bone.


Unnamed

the bugs start to undulate all around bulges rising and falling.

rd1 go heroes


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

Volcanic Storm: 3d6 + 2d6 ⇒ (1, 1, 2) + (3, 5) = 12 centered on the well center.


Unnamed

Gunser launches an acid flask into the bugs

1d20 ⇒ 16 1d6 ⇒ 5


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

If Boneyard can get anything off ahead of time, he'll drink his potion of fly and put on his vermin repellant. But, otherwise...

Sure hope that strange potion is still working... Boneyard chants a short spell that Tessardra once tried to teach him and belches loudly, sending a cone of flames over the swarm of bugs. Cast fire breath, belch, and then fly up 10 feet if he was able to drink the potion. 4d6 ⇒ (3, 1, 3, 2) = 9 fire damage
Ouch, not a good start.


Unnamed

Boneyard's flames fry many a bug

[ooc] ok monkey man you are up![ooc]


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 ]

Using the Vermin Repellant beforehand!

Mizaru hurls a flask of Alchemist's Fire straight into the bugs.

Alchemist's Fire: 1d20 + 11 ⇒ (20) + 11 = 31
Damage (Fire): 1d6 ⇒ 6
Critical Confirmation: 1d20 + 11 ⇒ (13) + 11 = 24
Critical Damage: 1d6 ⇒ 6


Unnamed

On the opposite side of the room from the volcanic storm a human sized creature made compleetly of bugs rises and points a finger at Mizaru, a green ray of light races at him.1d20 ⇒ 9 striking him right in the forehead.

Spellcraft 21:
Disintigrate

[ooc] Rolling save for you monkey man since it is such a big difference in damage if you succeed or fail
1d20 + 9 ⇒ (5) + 9 = 14

Mizaru screams as he is wracked with pain 24d6 ⇒ (6, 4, 1, 4, 4, 1, 1, 2, 4, 2, 4, 4, 6, 2, 1, 4, 1, 4, 2, 6, 4, 2, 3, 5) = 77 of damage

The creature burns from the flask 1d6 ⇒ 3


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

Knowledge (arcana) 1d20 + 9 ⇒ (19) + 9 = 28
Fort save 1d20 + 4 ⇒ (16) + 4 = 20


Unnamed

Boneyard:
What you are facing is a worm that walks


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

Black tentacles on it now. 1d20 + 14 ⇒ (9) + 14 = 23


Unnamed

roll your damage


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

1d6 + 4 ⇒ (2) + 4 = 6 oops forgot one on the grapple mod oh well. I'm trying to keep it from casting guys and hold it still. Pound it guys.


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

Boneyard belches and breathes fire all over it again. Then begins shouting out what he knows about worms that walk. 4d6 ⇒ (6, 4, 3, 1) = 14


Unnamed

Another flask from Gunser
1d20 ⇒ 8 for 1d6 ⇒ 2


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 ]

Current HP: 21/98

Mizaru grits his teeth and enters a rage, hurling another flask of Alchemist's Fire.

Rage Stats:
2 claws, cannot be willing for spells, +3 damage against creatures with spells/SLAs
(HP 36/113, AC 18/11/15, Fort +11, Ref +5, Will +5 [+15/+9/+7 against spells])

Alchemist's Fire: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Unnamed

The creature is slammed with more flame and it collapses into the swarm.

Go Heroes


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

Mythic Wild acrana 1 mythic point volcanic storm. 3d6 + 2d6 ⇒ (5, 6, 1) + (1, 2) = 15

You did not have to start this but we will finish it then I will drink of the pain you have created in my friends and feast upon then you and the memory of you will be no more and I will be stronger and wiser for the pains you have taught me.

Grapple against swarms cmd for dmg. Keep in mind that that is all difficult terrian tencales and ash and burning rocks everywhere. Dont know if it still counts as grappled assuming it does. 1d20 + 19 ⇒ (7) + 19 = 261d6 + 4 ⇒ (6) + 4 = 10


Unnamed

it is no longer grappled. And you do not know where he is perse. There are still two areas unbothered by the storm and the tentacles. so lets roll for it! high is good 1d2 ⇒ 1

The good news is there is only one spot he can come out, assuming you were to cast another AOE like that. Though of course you dony know that yet.

The sound of chittering is even higher above the whipping tentacles and the slamming of rock.


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 ]

Ready action: throw an Alchemist's Fire at it when it shows its face

Mizaru tenses, taking another flask from his backpack with his tail and prepares to throw it.

Alchemist's Fire: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


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

Boneyard casts silence on a coin and tosses in the area unbothered by the storm and tentacles. 1d20 + 7 ⇒ (11) + 7 = 18


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

I'll adjust the square if that will also potentially affect me or Varin. Basically looking to leave him with a choice of tentacles, volcanic storm or silence.


Unnamed

Silence is a full round cast, but you can toss it next round


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

[ooc]Right you are. Forgot it was one of those ones. Standard or move action on the toss...if I'm still alive :)


Unnamed

it will be a move to toss.


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

get it off I can't cast more tentacles or volcanic storms with silence bone my man lol.


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

I'm dropping it where it will affect him (if he tries to use that area), not us. We can still cast on a silenced area, just not in one.


Unnamed

under the assumption that bone will toss if before your action varin. Post coming later

gunser throws another acid flask

1d20 ⇒ 20 1d6 ⇒ 3


Unnamed

confirming

1d20 ⇒ 18 1d6 ⇒ 6


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

[Ooc] I know I'm picking at him lol. And go gunser woot. And I'm dropping another black tentacles on that open area. Then anytime he shows up he's get a volcanic storm to the face


Unnamed

1d20 ⇒ 19

The creature pops up from the only side not being assaulted, it is promptly blasted with flasks. It points at Mizaru and blasts him with a ray of white hot flame. Then it drops back into the bugs.

Spellcraft 21:

12d6 ⇒ (5, 6, 6, 3, 5, 4, 1, 6, 6, 3, 5, 2) = 52 no save

Sorry Mizaru :(


Unnamed

As soon as the ray flies, Boneyard finishes his spell nd tosses the coin into the empty space.

GO Heroes


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 ]

Hooo, boy. I might not survive another hit like that.

Current HP (Raging): -16/113 [can only take until 60 HP]

Mizaru takes out a Potion of Cure Light Wounds from his backpack and chugs it, throwing away the bottle as he concentrates on surviving.

Cure Light Wounds (? CL): 1d8 ⇒ 5

Current HP (Raging): -11/113

Not sure what CL it is so I dunno how many bonus hit points aside from the base. Also, if I survive this, I might just take the more heal-y potions from you guys because it seems like I soak up a lot of damage and I'm not really equipped to deal with that.


Unnamed

I dont remember what level i gave so lets say 1d5 ⇒ 4


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

Casts cure crit on Mizaru using wild arcana mp 5/7 Using his other action he passes the potion of cure serious wounds from his belt to mizaru.
4d8 + 10 ⇒ (7, 5, 4, 2) + 10 = 28
We need to get ahead of this thing. Boneyard can you cast more silences?


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

"Yeah, I'll be reaching deep, but I can give you more fire or more silence. Which will it be?"
I'm at 3/4 2nd level spells used with 2 fire breaths (which also still each have a 2d6 and a 1d6 to go if I use them within the duration) and I used silence once. I can also start tapping arcane surge to keep casting silence or fire breath.


Unnamed

Gunser zips his last flask

1d20 ⇒ 3 1d6 ⇒ 3

So bone which one are you doing this round?


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

Silence, but will have to toss it next turn. Hopefully I'll still be alive to do so.


Unnamed

The Womr creature pops up on the edge of the volcanic storm area and casts

Spellcraft 21:
Shadow Evocation/Cone of Cold

From its outstretched hands a torrent of cold bursts, covering all the heroes

DC 20 Will yes that is Will

Damge roll:
12d6 ⇒ (1, 5, 1, 4, 4, 4, 3, 4, 4, 1, 5, 6) = 42

Made it:
Now make a DC 20 Reflex if you make that 4 damage. If you fail the second save take 8 damage

Failed it:
Now make a DC 20 Reflex if you make that take 21 damage, if you fail 42

Boneyard you owe me a concentration or lose your Silence spell.

Go Heroes

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