The Price of Immortality+ (E6) (Inactive)

Game Master Brian Minhinnick


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male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr follows Bruden into the room his pole hammer at the ready intent on protecting his freind should the gigantic frog make any sudden movements.


DM Jelani, is the water 3 ft deep in the hallway? My turn below assumes not, but if it is I'll just try to swim to the same square.

Move: 4 squares straight north from my current position.

If Tyr is blocking my line of sight I'll take a total defense. If not, I'll SLA acid splash the frog. 1d20 + 3 ⇒ (9) + 3 = 12

Damage 1d3 ⇒ 1


Round 1
Initiative 21+

The water is only deep in the room proper.

Malzuket moves up and throws a glob of acid at the frog. It splashes onto the creature sizzling.

Initiative 21-

Bruden sloshes through the hip deep water and takes a stab at the dangerous creature, shouting at it, hoping to drive it away. With a thrust like that, it was about all he could do. The deep water messed with his footing, and he was unable to follow through with his thrust. Hopefully the shout would alert his friends as well, because this frog wasn't going down right away.

His ankle bumps against something submerged under the water, and another of the giant amphibians comes to the surface.

Initiative 18

Tyr follows Bruden into the room his pole hammer at the ready intent on protecting his friend should the gigantic frog make any sudden movements.

Initiative 14

The two visible frogs hop forward to attack Bruden, while another emerges and hops over to attack Tyr.

Tyr take an AOO as it passes through your reach.

#1 1d20 + 3 ⇒ (8) + 3 = 11
#2 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1d6 + 2 ⇒ (3) + 2 = 5 and Grab1d20 + 7 ⇒ (1) + 7 = 8

#3 1d20 + 3 ⇒ (11) + 3 = 14
Damage 1d6 + 2 ⇒ (6) + 2 = 8 and Grab1d20 + 7 ⇒ (10) + 7 = 17

Tyr and Bruden both get bitten, while the frog that bit Tyr gets a strong grip on his upper leg and hip with its wide hungry mouth.

Initiative 11

Rale casts magic stone and then loads his sling in anticipation for a fight.

End of Round 1
---------------------
Begin Round 2

Initiative
Malzuket 21+
Bruden 21-
Tyr 18
Frog 14
Rale 11

Malzuket, Bruden and Tyr you're up.

Map


One giant man-eating frog wasn't all that bad considering what they'd faced, but 3 could be trouble. Malzuket stepped forward cautiously, sending a spray of colors at the amphibians. He produced his newly-acquired wand, ready to test out its efficacy.

Move: Draw Wand

5ft step one square east.

Standard: Cast Color Spray, DC 15 Will Save vs frogs 1 and 3 (should be those two squares and the one in between them, then the rows south of that to avoid Bruden)

Concentration to cast Defensively, DC 17 1d20 + 5 ⇒ (16) + 5 = 21


Male Aasimar Cleric 4

I'm posting from phone, I can't see the map.

Rale attacks a frog within 30 feet with his sling.

Attack:

1d20 + 2 ⇒ (19) + 2 = 21

Damage : 1d6 + 2 ⇒ (2) + 2 = 4


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

I have combat reflexes so I have 3 AoO per round not sure how many I can take on these guys.
AoO#1 1d20 + 5 ⇒ (15) + 5 = 20
damage 1d12 + 4 ⇒ (11) + 4 = 15
AoO#2 1d20 + 5 ⇒ (5) + 5 = 10
damage 1d12 + 4 ⇒ (1) + 4 = 5
AoO#3 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d12 + 4 ⇒ (1) + 4 = 5

Tyr drops his pole-hammer hoping he will be able to find it later and draws his bastard sword. He drives the sword down through the body of the frog gripping his leg.

I am assuming the frog can't dodge because it is biting my leg.
Attack 1d20 + 6 ⇒ (4) + 6 = 10
damage 1d10 + 3 ⇒ (8) + 3 = 11


Well, if the frog falls unconscious from my spell you can just coup de grace it.


Male Dwarf

Bruden drops his spear and pulls out the Masterwork Heavy mace. He really enjoyed the heft of this weapon, and it was so much easier to swing with two hands. He would have to thank whoever put it in here when they got back to town. He swings hard at the original frog, just to show that it should have been afraid of him. Although in this water, it was hard to get a good footing for making them understand that.

Drop Spear, free action. Draw Mace, move action. Power Attack, two handed, standard action.
1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 9 ⇒ (4) + 9 = 13


Tyr's AOO killed frog #3, so it never grappled him. The other two only five foot stepped.

Round 2
Initiative 21+

One giant man-eating frog wasn't all that bad considering what they'd faced, but 3 could be trouble. Malzuket stepped forward cautiously, sending a spray of colors at the amphibians. He produced his newly-acquired wand, ready to test out its efficacy.

Will save: 1d20 - 1 ⇒ (5) - 1 = 4

Frog 1 is unconscious, blinded, and stunned for 2d4 ⇒ (2, 4) = 6 rounds, then blinded and stunned for 1d4 ⇒ 3 rounds, and then stunned for 1 round.

Initiative 21-

Bruden drops his spear and pulls out the Masterwork Heavy mace. He really enjoyed the heft of this weapon, and it was so much easier to swing with two hands. He would have to thank whoever put it in here when they got back to town. He swings hard at the original frog, just to show that it should have been afraid of him. Although in this water, it was hard to get a good footing for making them understand that. His swing misses.

Initiative 18

Tyr drops his pole-hammer hoping he will be able to find it later and draws his bastard sword. Stepping up onto the sarcophagus he drives his sword down at the last conscious frog, but misses it.

Initiative 14

The frog bites at Bruden.

Bite: 1d20 + 3 ⇒ (9) + 3 = 12

Bruden dodges the creatures awkward large mouth.

Initiative 12

Rale moves up to the doorway, and throws the magical stone from his sling at the conscious frog. Though the shot is extremely difficult (-8; 4 cover, 4 melee) the stone strikes true, exploding one of the frog's big glassy eyes.

End of Round 2
---------------------
Begin Round 3

Initiative
Malzuket 21+
Bruden 21-
Tyr 18
Frog 14
Rale 11

Map

Finish Him


Male Dwarf

Bruden dodges the big mouth of the frog and swings down again slightly less disciplined than before but with a bit more urgency now that it was nipping at his leg. The blow hit true, and the mace sunk deep into the frog's skull, or what was left of it after the magical stone hit it.

Power Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 9 ⇒ (7) + 9 = 16


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr uses his Bastard sword to coup degrace the frog knocked unconsious by Malzukets spell.


End Combat

Everyone can have 300 XP.


Male Dwarf

Bruden searches out the room, checking to see if there is anything of particular use in here. He rearms himself with his spear and puts the mace on his belt again. When he finishes, he heads to the other room in the waterlogged hallway, keeping his eyes peeled for traps and enemies.


Nice job, everyone! I thought for sure I was going to get hit by a tongue and dragged into the water/drowned. DM Jelani, when we are out of combat, can I take 10 on my swim check? If so…

Malzuket smiles first at the effectiveness of his spell, then winces at the brutal efficiency of his teammates’ attacks on the giant frogs. He turns to Rale with a smirk: Rale, how about a prayer that I don’t drown? I’m not much of a swimmer. He chuckles nervously as he eyes the water.

If you hit me up with a guidance first, and I’m allowed to take 10, I can exactly hit my swim check. And yes, without the guidance I only have a 9 when I take 10, hehe.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr cleans and sheaths his sword then retrieves his pole hammer from the water and follows Bruden.


Sure on the take 10. I've got a busy day, might be tomorrow before I can do a proper update.


Male Aasimar Cleric 4

Who needs healing?, Rale calls out to his fellow adventurers.

That was certainly a quick encounter, I hope that there is nothing else lurking around to ensnare us.

Malzuket, are you asking me to cast guidance on you the next time we are in water?If yes, then no problem.


I'm asking you to cast guidance on me before I go INTO the water. ;-) Then I can take 10 on my swim check and succeed. Y'all just treat the water as hindering terrain so no roll needed. I'm small size, so I have to swim in it (as in, roll a swim check).


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr could carry Malzuket but he would have to dump him in the water if it came to combat.


Area 15

A strange blue fungus covers the walls,
ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange
burn marks all over their bodies.

Room to the South

This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.

Map

Bruden has seen no traps so far.


Male Aasimar Cleric 4

Rale invokes divine intervention on behalf of his comrade Malzuket to help keep him afloat in the flooded chambers.

Cast Guidance on Malzuket


The gnome hesitates, gingerly walking toward the surface of the water. He plugs his nose with one hand and jumps in feet first, doggy-paddling towards the others.

Swim, take 10


Male Dwarf

Bruden continues to go to the south, exploring the large room there. He is impressed with the size of the place, and wonders how it hasn't completely collapsed as of yet. He slowly wades out into the center of the room, being mindful of old traps or gears hidden in the water there.


My internet is out at home. Updates will have to wait until I can get on my PC again. Posting this from phone to let you know what's going on.


Male Aasimar Cleric 4

No problem.


Male Aasimar Cleric 4

Rale follows behind the gnome making sure that he doesn't drown and also to protect him. As cantankerous as he can sometimes be, he is a valuable member of the party and hopefully he will turn out to be a good friend.Rale thinks to himself.


Bruden continues to go to the south, exploring the large room there. He is impressed with the size of the place, and wonders how it hasn't completely collapsed as of yet. He slowly wades out into the center of the room, being mindful of old traps or gears hidden in the water there.

Rale follows behind the gnome making sure that he doesn't drown and also to protect him. As cantankerous as he can sometimes be, he is a valuable member of the party and hopefully he will turn out to be a good friend. Rale thinks to himself.

Bruden makes it a few feet into the room before several skeletons rise up from under the water.

Internet still down. Posting from phone again. Waiting for it to come back so I can do the maps and combat.


Skeletons = bad. Skeletons in water = really bad. Swim! Swim for your lives! ;-)


Male Aasimar Cleric 4

Rale loads a magic stone into his sling and attacks the nearest skeleton within range.
Attack1d20 + 2 ⇒ (6) + 2 = 8

Damage2d6 + 2 ⇒ (2, 2) + 2 = 6


Internet is still down, but I was able to get somewhere to upload the map and get things rolling.

Initiative:

Rale:1d20 + 3 ⇒ (20) + 3 = 23
Malzuket:1d20 + 5 ⇒ (5) + 5 = 10
Bruden:1d20 + 2 ⇒ (2) + 2 = 4
Tyr:1d20 + 2 ⇒ (11) + 2 = 13
Monster:1d20 + 6 ⇒ (5) + 6 = 11

Initiative
Rale 23
Tyr 13
Skellies 11
Maluket 10
Bruden 4

Six skeletons come up from the water as Bruden enters the room. Cold brackish water streams off their rusted armor, as they lift claw-like fingers malevolently.

The water in this chamber is a little over a foot deep, making each square difficult terrain for Small or smaller creatures. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2).

Round 1
Initiative 23

Rale loads a magic stone into his sling and moving forward attacks the nearest skeleton within range. Unfortunately for him, he trips up for a second on some submerged object just as he's releasing the stone. It ricochets harmlessly off the skeleton's shoulder armor.

Tyr you're up.

Map


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Fall back into the passage so they can't all come at us at once! Tyr calls out to his companions. He motions for Rale to move behind him confident that his new armor will protect him and recognizing how important it was to keep the cleric and sorcerer safe. He stands his ground with his pole hammer ready.

AoO if needed
#1
attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d12 + 4 ⇒ (2) + 4 = 6
#2
attack 1d20 + 5 ⇒ (1) + 5 = 6
damage 1d12 + 4 ⇒ (9) + 4 = 13
#3
attack 1d20 + 5 ⇒ (2) + 5 = 7
damage 1d12 + 4 ⇒ (9) + 4 = 13


Male Aasimar Cleric 4

Move Back! Rale yells with grave concern for Bruden.Let's take them one at a time!


Round 1 Recap
Initiative 23

Rale loads a magic stone into his sling and moving forward attacks the nearest skeleton within range. Unfortunately for him, he trips up for a second on some submerged object just as he's releasing the stone. It ricochets harmlessly off the skeleton's shoulder armor.

Move Back!" Rale yells with grave concern for Bruden. "Let's take them one at a time!"

Initiative 13

"Fall back into the passage so they can't all come at us at once!" Tyr calls out to his companions. He motions for Rale to move behind him confident that his new armor will protect him and recognizing how important it was to keep the cleric and sorcerer safe. He stands his ground with his pole hammer ready.

Taking that as a readied attack.

Initiative 11

The skeletons walk forward, clawing at Bruden.

Claw: 1d20 + 2 ⇒ (3) + 2 = 5

Claw: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (6) + 2 = 8

Claw: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (5) + 2 = 7

Claw: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Critical defense roll vs DC 22 or Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Malzuket and Bruden are up.

Map


Male Dwarf

Bruden is able to ready his spear just in time for the oncoming rush of skeletons. He makes a couple of strikes, and then heeds his friends' warnings to get out of there.

According to the map, I think I get at least two attacks of opportunity, possibly three as the skeletons rush me. After that, I will withdraw to the back of the line.
Attack of Opportunity (Power Attack}:1d20 + 4 ⇒ (3) + 4 = 7
Attack of Opportunity (Power Attack}:1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Attack of Opportunity (Power Attack}:1d20 + 4 ⇒ (6) + 4 = 10


I keep forgetting you can make AOOs when flat footed. My bad. You get two, the second one hits #5. Still need a critical defense roll from you Bruden.


Male Dwarf

Critical Defense: 1d20 + 5 ⇒ (12) + 5 = 17


Malzuket tries to see through the longshanks' legs and gives up with a snort, giving Tyr a bit of arcane guidance.

Cast Guidance on Tyr


Round 1
Initiative 10

Malzuket tries to see through the longshanks' legs and gives up with a snort, giving Tyr a bit of arcane guidance.

Initiative 4

Bruden withdraws to the rear of the group.

End of Round 1
---------------------
Begin Round 2

Initiative
Rale 23
Tyr 13
Skellies 11
Maluket 10
Bruden 4

Rale and Tyr, you're up.

Map


Psst, Tyr, don't forget to use guidance on your attack. Sometimes you forget ;-)


Male Aasimar Cleric 4

Rale casts fire bolt on the skeleton closest to him. #5
Attack 1d20 + 2 ⇒ (8) + 2 = 10
Damage 1d6 + 1 ⇒ (1) + 1 = 2


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr reaches out and touches Rale on the shoulder to let him know that he is there ready to back him up. He stands ready waiting for the skeletons to move into range of his Hammer.

can I use the same AoO rolls as before since I didn't get a chance to use any?
#1
attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d12 + 4 ⇒ (2) + 4 = 6
#2
attack 1d20 + 5 ⇒ (1) + 5 = 6
damage 1d12 + 4 ⇒ (9) + 4 = 13
#3
attack 1d20 + 5 ⇒ (2) + 5 = 7
damage 1d12 + 4 ⇒ (9) + 4 = 13


Round 2
Initiative 23

Rale casts fire bolt on the skeleton closest to him. It misses.

Initiative 13

No you can't reuse rolls. No you won't get any AOOs as they can't move through your reach, Rale's in the way. They can only enter it, which doesn't provoke. I'll take your first roll in the above post as a readied attack.

Tyr readies himself to strike over Rale's shoulders once the skeletons approach.

Initiative 11

The skeletons step forward. One immediately gets bashed by Tyr's hammer, but the blow is absorbed by its mail armor.

Claw: 1d20 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (5) + 2 = 7

Claw: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8

Two of the skeletons claw at Rale, but their blows are ineffectual.

Malzuket and Bruden, you're up.

Map


Male Dwarf

Bruden is effectually out of the fight, but will ready to rush in if Rale falls at any point. He doesn't expect it, but he is ready. Don't really have much I can do, all my ranged stuff will be at -8 penalties and isn't bludgeoning, so its hardly worth anything. If things go badly for a couple rounds then I might jump in, but otherwise, it's all yours.


Unless the formation changes, I'll keep casting guidance on Tyr every round.


Bruden does nothing and Malzuket stands behind Tyr blessing him.

The likelyhood of the skeletons hurting Rale or Tyr is low, so go ahead and give me three round of attacks you two.


Male Aasimar Cleric 4

Rale raises his shield and his holy symbol to invoke a cleansing burst of positive light upon the skeletons gathered before him.

Channel positive energy in a thirty-foot cone.1d6 ⇒ 4


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

+1 for guidance
round 1 power attack 1d20 + 5 ⇒ (5) + 5 = 10
damage 1d12 + 6 ⇒ (3) + 6 = 9
round 2 power attack 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d12 + 6 ⇒ (9) + 6 = 15
round 3 power attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d12 + 6 ⇒ (11) + 6 = 17


Rale two more actions please. Tyr dropped two, you dropped one. Three more left.

Map


Male Aasimar Cleric 4

Rale casts fire bolt on the skeleton closest to him.

Attack:1d20 + 2 ⇒ (19) + 2 = 21
Damage:1d6 + 1 ⇒ (4) + 1 = 5

Attack:1d20 + 2 ⇒ (10) + 2 = 12
Damage:1d6 + 1 ⇒ (1) + 1 = 2


That provokes AOOs.

So Rale will have taken 11 attacks, each one having a 45% chance to hit. 11*.45=5 hits. Each hit has a 25% chance to do 1 damage to him. or 4/20. 4/20=.2 5*.2=1. Rale take 1 damage.

Rale and Tyr give me a couple more rounds of actions to finish them off.

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