The Arena (Inactive)

Game Master chaiboy

Across the planes and myriad world the obelisks rose, beacons for all to see. The Heralds announce a call for the greatest warriors to fight each other in a game of the gods. The hero to be given mythic powers


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Sovereign Court

Hanzou wrote:
Setting the Stage wrote:

it also ended with Meredith enraged at Nico's inability to drown and nico clinging to life and coming to the realization that he doesn't see his horse around.

Vassel and Brice just arriving in their towers.

I am calling a pause because something is happening and i need everyone involved with those first battles to deal with the situation. life is about to get much much harder.

I was just on my way in as well.

Yeah, I believe I'm paired with Hanzou not Vassel. At least that is what we agree upon last night.


The Necropolis - Day - Late Morning - Tomb Day One

and thats why i called a halt. to many people got overlapped or put in wrong group Hell I had one guy in two battles because he posted in character and with his alias. thought the battles would be quicker and i was way off. ran them till 6 AM and still hadn't finished them. I will draw up the list and post in campaign section at the top.


Aasimar 7 Bard (Sound Striker) / 4 Ninja
Setting the Stage wrote:
and thats why i called a halt. to many people got overlapped or put in wrong group Hell I had one guy in two battles because he posted in character and with his alias. thought the battles would be quicker and i was way off. ran them till 6 AM and still hadn't finished them. I will draw up the list and post in campaign section at the top.

That sounds like a great idea, though I hope Hanzou and Brice still get to have their battle together.

Sovereign Court

Hanzou wrote:
Setting the Stage wrote:
and thats why i called a halt. to many people got overlapped or put in wrong group Hell I had one guy in two battles because he posted in character and with his alias. thought the battles would be quicker and i was way off. ran them till 6 AM and still hadn't finished them. I will draw up the list and post in campaign section at the top.
That sounds like a great idea, though I hope Hanzou and Brice still get to have their battle together.

I second that, I'm excited for our battle.


Male Half-Orc Oracle 11

Dunno if we're supposed to continue this, or see about restarting?

Ezra Scarlet Acadia VI wrote:

"We all are servants of something. Whether it be a God, hatred, or our own pride."

As she walks to take a seat on the rim of the fountain she looks back, "And what I called cowardly was the invisibility."

When she found her seat she pulled part of this days ration out to eat.

"You wouldn't happen to know if those tentacles outside these walls would be the "Great Old Ones" would you?"

Gorik glanced over towards the windows, taking another look at the murky shapes outside. "Can't say I know about that. I've certainly not seen anything quite like them before, at least not on such a scale."

He limped over towards the fountain and seated himself on the opposite side, before taking some trail rations from his pack.

"And so, what have your duels taught you, I wonder? If you haven't learned to deal with invisible opponents, or to catch one who's flying, I find it hard to believe they've been informative in how to handle a real combat situation. Do you all just stand still and swing swords at each other?"

...Fighter full attack/lack of mobility for the win :P


The Necropolis - Day - Late Morning - Tomb Day One

who is ready to fight! Garik and Ezra are next. Meredith asked if he can finish his turn first. it is up to you. If i get no answers then I'll go down teh line till we hit the match that has all players in it. If you are not in a match then you'll have to wait. I suggest jumping in tomorrow.


The Necropolis - Day - Late Morning - Tomb Day One

will check back at 10:30 for any players.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

I can post for about 5 hours. Need my perception check result and a map link. I believe my opponent has chewed 3 rounds buffing.


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
I can post for about 5 hours. Need my perception check result and a map link. I believe my opponent has chewed 3 rounds buffing.

Well, one exploring and two buffing. Same difference. Also haven't seen a map, but I haven't needed it since I haven't left my tower.

I'm good for another 2 hours, probably, before I need to pass out.


The Necropolis - Day - Late Morning - Tomb Day One

unless it was your turn to act nothing happened. I was still running the other battles so I don't think he got past messing with the windows and beginning to walk up stairs


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote:
unless it was your turn to act nothing happened. I was still running the other battles so I don't think he got past messing with the windows and beginning to walk up stairs

It was, in fact, his turn. Lets do this!


The Necropolis - Day - Late Morning - Tomb Day One

if Nico and Meredith aren't here then i run Both of you


The Necropolis - Day - Late Morning - Tomb Day One

Okay since Varrell and Urdavan are here

Here is how this goes. I'll post a map. It has A and B markers I will tell you which is which. when you move pick a grid point and tell us where you move to. once something you do acts on the other player i'll have you roll init. once you reach the room i will have you both roll init regardless. I can't see your map and i wont edit them. it just takes to much time. if you want to review where people are just drag the tokens around to the spots mentioned.

When taking a turn wait for the other player to act (who ever is the lower init) then once you have both acted wait for me to respond with a turn is over post and what happens. It will have hp/spell and location damage


The Necropolis - Day - Late Morning - Tomb Day One

THE OUTER TOWERS

@Urdavan Had just finished testing the strength of the lattice and discovered that it is incredibly resilient and although bends slightly does not break.

@Varrell what are you doing


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Still can't find a map

Actions for DM:
Varrel scans the room to look for enemies or clues to the nature of this contest (posted result was 31). Apparently not finding anything he casts Blend on himself and begins to stalk the room for an exit, looking for a foe.

Talon has his wand of Ill Omen in hand, and flies above Varrel a height of 20ft as the ceiling allows, always remaining invisible (at will SLA). Neither speaks, preferring to use Talons telepathy as a means of silent communication.

In a nutshell, Varrel will stealth/search for traps/clues/enemies while hiding in plain sight via his BLEND spell. Taking 10 for a stealth check of 29. And taking 10 on perception for a check of 32. His spell has a duration of 110 minutes so he is methodical in his moves. Hoping to spot his foe and prebuff/positioning before attacking.
Talon will be adopting similar tactics, but using his at will invisibility to stay hidden (taking 10 for a check+42 with invisibility), he will make active perception checks at +14 mod as they go.
They warm each other of danger via telepathy


Male Half-Orc Oracle 11

On the campaign info page, I think we are all using this room: Click.

Dunno which side of the room you'd be starting at though, and I could be wrong, we might all have different rooms.

Edit: Besides the fact that you have some distance to walk to get there. Pretty sure it's one way though.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Thx


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

Varrel - The GM's gone to bed, I think. I'm going to just narrate myself out of the tunnel, then we'll have to wait for him. If you haven't gotten to rolling initiative yet, feel free to spend as long as you need until you get out there to do so. I'll let chaiboy figure out the relative timing.

Urdavan pulls out yet another potion, glares at it hatefully but doesn't drink it, and then heads down the tunnel at a . His temple sword glows blackly in his other hand as he goes.

I'm making no attempt to be stealthy, but I do look around as I emerge.

Initative: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 18 ⇒ (2) + 18 = 20

And with that, I'm off to bed myself.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Varrel stealthily makes his way into the room (taking 10 with hide in plain sight= Stealth 29)
Coming upon seeing a being carrying the trappings of a warrior.
Talon, remain invisible and report to me what he does via telepathy. We'll try and drop him at a distance.

Varrel withdraws just out of the room and Taps himself with a Wand of SHIELD (AC now 31) and a wand of Infernal healing. He empowers his Scimitar via his Arcane Pool. (Acts as +4 Keen Scimitar) And closes to 30feet, the maximum range of his hexes.

Talon on my mark fly 30ft above him and hit him with ILL OMEN, I will ready and hit him withmy EVIL EYE HEX immediately after......3...2....1..NOW!

From directly above Talon casts ILL OMEN Mind Affecting NO SAVE. Urdaven Makes 2 rolls for his save vs Evil Eye and takes the worse result and Varrel's readied action to cast Evil Eye goes off.
Urdavan make 2 saves vs DC 21 and take the worst result. Failure means you take -4 to all saves for 9 rounds. Success.reduces the duration to 1 round.

then roll Initiative
1d20 + 4 ⇒ (19) + 4 = 23


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Saw you alreay rolled an 8 on initiative so I'll just go.

The wand gone off and talon becomes visible and the Hex goes off.Varrel delays so Talon (who acts on Jin's turn) goes first. He relays, Hit him again!
Talon casts ILL OMEN again via the wand.
Varrel now uses his SLUMBER hex to try and drop his opponent.
DC21 Will save. Roll 2x at -4 penalty and take the worst result. Failure means you fall asleep for 11 rounds.


The Necropolis - Day - Late Morning - Tomb Day One

TURN 1
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The Tower Dusk, http://www.icheckfortraps.com/map.html
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Both of you climb the stairs from your respective towers. The stairs seem to jump as black tentacles hundreds of feet tall smash into the towers you just left. Small pieces of glass fall around you from the latticework ceiling adding to the slippery surface of shattered glass you are crunching through. Ahead you see an archway to a larger tower. The tower is huge from what you can see it is over 100 feet across surrounded by tall windows. columns raise to support beams and latticework frames 30 feet above your head. The room is lit by the setting sun. The fiery sun bathing the room in reddish hues as it flickers.

You are standing at the arch way and looking around. off to the side you can make out another archway but a tree and columns obscure if anyone is standing there although you faintly heard the crunch of glass so someone must be there. Across from both is another archway with a closed gate.

The voice of the Herald fills your mind "the key to the gate is blood. let the games begin" and with a chuckle fades.

Varrell (marker A)(will have to add a Ab marker for familiar if he moves away from you) I didn't post a map because neither of you had reached the room yet. To do the actions you listed before this post tell me where you are moving to. Then what you are doing from that location(move to B7 and cast hex for example). you have to see who you are fighting before you could cast any of those spells. you are still searching for traps or something. where are you moving to and what exactly are you going to search for.

Brice (marker B)


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

Nice opener

Save vs evil eye: 1d20 + 15 ⇒ (20) + 15 = 35, 1d20 + 15 ⇒ (15) + 15 = 30
Save vs Slumber (enchantment +2, compulsion +2, save penalty -4): 1d20 + 15 + 2 + 2 - 4 ⇒ (7) + 15 + 2 + 2 - 4 = 22, 1d20 + 15 + 2 + 2 - 4 ⇒ (6) + 15 + 2 + 2 - 4 = 21

Edit: Entirely unaffected. Are you visible now, or just your familiar? And if you're not visible, is there any indication of which direction the hexes came from, or are they "unsourced"?


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote:
I didn't post a map because neither of you had reached the room yet. To do the actions you listed before this post tell me where you are moving to. Then what you are doing from that location(move to B7 and cast hex for example). you have to see who you are fighting before you could cast any of those spells. you are still searching for traps or something. where are you moving to and what exactly are you going to search for.

In the interests of moving things along, I'm fine with how things worked. We may not be at the entranceway - but I did fail my perception check to spot Varrell. So he could get the drop on me.

I could certainly move far enough each round that he'd only end up within range of me by luck (or by moving faster), but I did take buff time and he didn't. I adjusted the map to some approximate locations which would work - Varrell, if you object, feel free to reposition both tokens.

Quote:
Brice (marker B)

Wrong name :p


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Actually evil eye works for a full round even if you save. Subtract 4 from your slumber saves...


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Actually evil eye works for a full round even if you save. Subtract 4 from your slumber saves...

I did. That's the -4 in there. It's negated by my +4 vs sleep.

Edit: Apparently the map doesn't actually save when you move the tokens. I moved Varrel to M8 and myself to S8. Varrel, as before, let me know if you'd rather be somewhere else.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Nah that's cool. Take your turn. I gotta to to bed now. Post my response in the morning.


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Nah that's cool. Take your turn. I gotta to to bed now. Post my response in the morning.

I still need to know if I can see you... or at least know approximately which direction you're in.


The Necropolis - Day - Late Morning - Tomb Day One


GUYS YOU MUST USE THE MAP. See link in turn 1

Look for A or B markers that will give you your starting positions.

Urdavan you are at B6.

Varrel you are at V6.

from there you get to move 1square per 5' of movement. so 30' is 6 squares. moving diagonal costs 2 squares to move.

If any objects partially block line of sight then you get cover. to negate cover requires appropriate feats or moving so that cover is no longer between you


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote:

GUYS YOU MUST USE THE MAP. See link in turn 1

Look for A or B markers that will give you your starting positions.

Urdavan you are at B6.

Varrel you are at V6.

Do we arrive at the same time despite the fact I took three rounds to buff and Varrel didn't?

Because if he gets there three rounds ahead of me, and moves at half speed, it plays out like this: V moves to E6. V moves to G7. V moves to J7. I arrive. V moves to M7 and sees me. I don't see him, and move to R8. His surprise round happens. His regular round happens. It's now my turn.

Nice and simple, and it prevents us from needing to redo anything, so we can keep this moving.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

I attacked.you directly. Both me (in M7) and Talon (30ft above you) are now visible. My current AC is 31


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

I thought so, but I wanted to confirm before I acted.

As he surveys the arena, Urdavan suddenly feels woozy. However, he quickly shakes it off and looks around to see what happened. Spotting the elf, he calmly says "Ah ha! You must be my opponent. May the best man win.". He begins to move up to his opponent (moving to M8 via the 9 column to avoid AoO) and continues in the same even tone: "Now please hand over your sword."

I drop my temple sword, which is attached to my weapon cord, and then attempt a empty-handed disarm: 1d20 + 20 - 4 ⇒ (12) + 20 - 4 = 28. If I succeed, I am now holding Varrel's scimitar. If I succeed by 10 or more, he also drops whatever is in his other hand, if anything.


The Necropolis - Day - Late Morning - Tomb Day One

You both arrive around the same time. Urdavan messed with the window then buffed and Varrel looked around his room then checked for traps at the top of the stairs. Here are the turns as i see them. we will continue from Urdavan's action to respond to spells.
-----------------------------------
TURN 1
(B6)Varrell stalks room
(V6)Urdavan buffing
-----------------------------------
-----------------------------------
TURN 2
(G7)Varrell stalks room
(R8)Urdavan Moves to R8
-----------------------------------
-----------------------------------
TURN 3
(M7)Varrell comes into view of Urdavan and lets loose with his hexes
(R8)TALON Flying above Urdavan using wand
(M8)Urdavan reacts quickly and grabs Varrell's scimitar i assume the -4 is for unarmed disarm
-----------------------------------

varrell


The Necropolis - Day - Late Morning - Tomb Day One

-----------------------------
TURN 4
Varrell's action???
Talon????
Urdavan waiting for Varrell and co. to act
----------------------------


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

@Varrel - I just noticed that you buffed after spotting me which I didn't account for in my breakdown. Not worth changing anything now, though. Better to keep going.

@chaiboy - correct.


The Necropolis - Day - Late Morning - Tomb Day One

yeah it is way out of sequence which was why i said to start over. the minute it takes to walk up stairs is enough time to buff but since you are fine with the battle i made the basic turn list. he could have buffed as he walked so in the end it wont matter.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Core rulebook: CMD:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD

27 is my RAW CMD. 10+BAB8+Str5+Dex4= 27. Add my Ring and Jingasa and my CMD is 29 so you miss and I am still armed.

Barely retaining his weapon, Jin delays to allow Talon to hit the monk with the wand again.
Roll twice and take worst result on your save

He then launches a spell combat full attack. Swift action to activate ARCANE ACCURACY (+6 to hit)
Casting BESTOW CURSE and taking his free attack from the spell first
Melee Spell Combat (+1 Silver Cestus1d20 + 12 + 6 ⇒ (20) + 12 + 6 = 38
Damage1d4 + 6 ⇒ (4) + 6 = 10

**Confirm Critical Hit**
Melee Spell Combat (+1 Silver Cestus)1d20 + 12 + 6 ⇒ (4) + 12 + 6 = 22
Damage1d4 + 6 ⇒ (4) + 6 = 10

Cast Defensively DC 211d20 + 11 + 6 ⇒ (14) + 11 + 6 = 31

Then his regular FULL ATTACK
Melee Spell Combat (+1 Silver Cestus)1d20 + 12 + 6 ⇒ (1) + 12 + 6 = 19
Damage1d4 + 6 ⇒ (3) + 6 = 9

Melee Spell Combat (+1 Silver Cestus)1d20 + 7 + 6 ⇒ (10) + 7 + 6 = 23
Damage1d4 + 6 ⇒ (4) + 6 = 10

You were hit with BESTOW CURSE DC 19 roll twice Will and take worse result:

You place a curse on the subject. Choose one of the following.

–6 decrease to an ability score (minimum 1). –4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

YOU MAY ALSO INVENT YOUR OWN CURSE, BUT IT'S EFFECTS MUST BE NO MORE POWERFUL THAN THOSE LISTED ABOVE.

My preferred option is that you be struck permanently blind. Blindness is a 2nd level spell for me, so it's not more POWERFUL. Since bestow curse is 3rd level. DM call. If not I'll use the 50% take no action option


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:

** spoiler omitted **

27 is my RAW CMD. 10+BAB8+Str5+Dex4= 27. Add my Ring and Jingasa and my CMD is 29 so you miss and I am still armed.

Dang that unarmed penalty. I'm not going to spend a hero point this early to change it. Go ahead and beat on me.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

If you allow the crit you take 30 damage. If you use the Jingasa to negate it you took 20.
Either way make your 2 fort saves.
,


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

My AC is nine higher from my buff rounds, which brings it to a 32 AC. Or it might only be +8 (31), since I have +1 bracers. I'll check when I get home. Either way, only the crit hit, and it didn't confirm. Sorry about that - I'm going to mimic your stat line once I get home in a few hours and am not posting from my phone.

Will: 1d20 + 15 ⇒ (5) + 15 = 20, 1d20 + 15 ⇒ (8) + 15 = 23

Also, can you spell combat with a scimitar and a cestus?


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

No worries

Yep. You can spell combat with any weapon. You disarmed my scimitar, so the cestus is a backup you always wear.


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:

No worries

Yep. You can spell combat with any weapon. You disarmed my scimitar, so the cestus is a backup you always wear.

I failed to disarm you by one point. I said I wasn't spending the hero point to change that. Want to edit your attacks to use the scimitar? I assume you are holding them both in one hand.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Yep. OK I'll edit for the scimitar thanks.......crap. an hour is up. Add +1 for weapon[die and +3 for enhancement to the damage you took


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Yep. OK I'll edit for the scimitar thanks.......crap. an hour is up. Add +1 for weapon[die and +3 for enhancement to the damage you took

So final result is 14 damage and no curse? I'm on the road now, I'll post my turn in about two hours


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18

Yep, AC is 31.

Urdavan deftly blocks or dodges the flashing scimitar strokes, and once again feels the momentary pang of a spell failing to take hold on his mind. Only one blow slips past his guard, slicing deep into his arm.

Twitching the cord tied to his hand to jump his sword back into it (swift action), he unleashes a whirling barrage of his own.

Flurry (one handed), with +1 Keen, Vicious Temple sword: +18/+18/+13/+13/+8, for 1d8+8+1d6 acid+2d6 untyped (& 1d6 untyped to himself) (17-20/x2)

Rolls:

1d20 + 18 ⇒ (7) + 18 = 25 => Miss
1d20 + 18 ⇒ (19) + 18 = 37 => Threat
1d20 + 13 ⇒ (19) + 13 = 32 => Threat
1d20 + 13 ⇒ (15) + 13 = 28 => Hit
1d20 + 8 ⇒ (11) + 8 = 19 => Miss

Confirmations
1d20 + 18 ⇒ (18) + 18 = 36 => Critical
1d20 + 13 ⇒ (9) + 13 = 22 => Regular

Damage
1d8 + 8 + 1d6 + 2d6 ⇒ (1) + 8 + (4) + (6, 6) = 25 damage => 34, 1d6 ⇒ 4 self
1d8 + 8 + 1d6 + 2d6 ⇒ (7) + 8 + (6) + (1, 3) = 25 damage, 1d6 ⇒ 1 self
1d8 + 8 + 1d6 + 2d6 ⇒ (5) + 8 + (5) + (4, 6) = 28 damage, 1d6 ⇒ 6 self


Totals
87 damage if you don't negate the crit, 78 if you do. If you have resistance to acid, you'll need to pull out those numbers.
I take 11 damage.
I also heal 11 damage if you don't negate the crit. (Life Funnel)
I also have a +2 competence bonus to saves against anything you do in the next round (Bolstering on my bracers)


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

My AC is 27+4(shield)=31.
So I take 2 hits only (your two threats) and neither confirms (I'll use the jingasa) . 59 damage to me as I read your two damage rolls and 5 to you. Correct?


Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:

My AC is 27+4(shield)=31.

So I take 2 hits only (your two threats) and neither confirms. 59 damage to me as I read your two damage rolls and 5 to you. Correct?

The first crit confirms - 36 to confirm it, unless you're using the jingasa. But yes, the regular hit becomes a miss, for a total of 50 or 59 (crit) damage, and 5 to me.


The Necropolis - Day - Late Morning - Tomb Day One


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I am going to post the situations going on so people can post their turns as they come on. Please only post one turn and wait for your opponent to post. since no one is getting on at the same time we might as well keep this moving.
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The Necropolis - Day - Late Morning - Tomb Day One

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Gorik and Ezra
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As you both talk arguing the semantics of servants you are both rocked by an impact against the side of the tower. Dust and twisted metal blast out of the archway from the small towers you came from as they are torn apart by the tentacles.

As you stare in amazement at the destruction more tentacles wrap around the windows and roof of the tower. they are grabbing and pulling trying to find purchase.

What do you do?
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The Necropolis - Day - Late Morning - Tomb Day One

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Nico and Meredith
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Nico still clinging to the side of a column is hit again and again by magic missiles as Meredith comes splashing through the water trying to bring him down.

Even as Nico looks down the sun setting behind the tower there is still enough light to see the water beginning to turn black as if ink is running up and out of both the staircases against the flow of water. Even as both notice this you hear a mighty explosion of stone and screams of metal as both the small towers are torn and broken. There are no tentacles in view. just the ominous ink like blackness coming through the water

Nico had just activated his challenge as this happened.

Meredith What do you do?
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The Necropolis - Day - Late Morning - Tomb Day One

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Hanzou and Brice
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Hanzou and Brice have the feeling of being thrown up incredibly fast through the light. wind rushing around you but it is quiet. As if the sound is very far off, but getting closer as you race toward it.

Then suddenly there is a floor green marble floor inlaid with a lattice of golden metal and you land on it hard enough to stumble. Both of you are alone in separate 20' circular rooms. Looking around you see that you are in towers. The windows are covered in a golden looking latticework that gives off a soft light that illuminates the room and a single staircase leading up out of the room.

Beyond the window you see tentacles as something massive and terrifying pulls itself up the tower. far below it are the chants and war cries of warriors fighting. The tower is part of what looks like a massive fortress raising into the smoke the fills the sky around the massive beast. below you see massive shapes forming and raising along the side of the towers.

Looking up you see the ceilings are all woven metal latticework. It only hold shards of glass the rest of it is covering the floor

What do you do?

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