The Price of Immortality+ (E6) (Inactive)

Game Master Brian Minhinnick


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No, armor does not reduce it. They crawl into the cracks in your armor etc, it's like AOE damage.


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)

Fort save 1d20 + 4 ⇒ (4) + 4 = 8 fail! nauseated!

Tyr tries to protect himself as best he can. He tries to crush the ones that land on his body to bite him.

full defense


Knowledge nature anyone? That'll help you know how to fight something like this.


Sadly, I don't have Knowledge Nature, so Malzuket doesn't know anything. I personally know, though, that single-target things like firebolt don't work against swarms, and that total defense doesn't work against swarms (since it's an auto-hit). :-( Hopefully one of y'all has knowledge nature so we can communicate this IC and not all get eaten, hehe.


Male Dwarf

Bruden doesn't have it, but once we get beat up a bit, we will probably flee without magical compulsion and figure something out. I usually get a couple flasks of acid, but I didn't bother with this one.
Those can hit a swarm.


Male Aasimar Cleric 4

Rale follows Bruden out of the room.


After re-reading swarm rules I noticed that their attacks are reduced by DR. So please modify the damage you took accordingly. However, even if you don't take damage you still need to save VS nausea.

Round 1
Initiative 20

Rale attacks swarm with fire bolt. From within it, luckily for him they don't make AOOs. The fire bolt passes harmlessly in between a some of the bats.

Initiative 9

Hunched over vomiting, Tyr tries to protect himself as best he can. He tries to crush the ones that land on his body to bite him. The tactic's effectiveness is annulled by the amount of bats present.

Initiative 8

Malzuket runs away, vomiting as well.

Initiative 6

Bruden comes to himself in the hallway.

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

Initiative
Bats 22
Rale 20
Tyr 9
Malzuket 8
Bruden 6

The bats continue to swarm Rale and Tyr.

Everyone who took damage round 1, bleed for one round.

Damage: 1d6 ⇒ 5
Need another DC 11 Fort save or nauseated.

Everyone can act again.

Map


Male Aasimar Cleric 4

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22


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)

fort save 1d20 + 4 ⇒ (16) + 4 = 20
13/18 hp remaining

Tyr runs away from the swarm of bats!


Male Aasimar Cleric 4

Rale retreats for now, until the group can figure out their pest problem.


Heal myself 1d20 + 1 ⇒ (1) + 1 = 2

Malzuket flees next to Bruden ( one square west of him) and rips a strip of cloth off his shirt, trying to bind his own wounds but failing.

HP: 7/12

This bleed damage is gonna kill us quick. Should we retreat back to the fountain room and see if it can still heal us?


Bruden, staying where you are or running?


Male Dwarf

Well, if people are coming with me, I'll stay. Not much I can do against a swarm anyhow.

Seeing people running back covered in blood, he quickly ushers them toward the fountain. They obviously needed to regroup.


The bats follow the retreating adventurers. They continue to swarm over them.

Damage: 1d6 ⇒ 4

Everyone needs to give me another DC 11 Fort save.

You can all act again.

Map


Male Aasimar Cleric 4

Fort save: 1d20 + 4 ⇒ (7) + 4 = 11

Rale retreats as fast as possible to the room with the healing water.


1d20 + 1 ⇒ (2) + 1 = 3

Rale, can you burst heal before you move (since you made your save)? Otherwise I'm pretty much going to die next turn. Also, it'll stop the bleed damage on all of us. We need to spread out. I would say that IC, but I'm too busy barfing ;-)

Move 20 ft towards the fountain. HP: 3/12


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)

fort save 1d20 + 4 ⇒ (14) + 4 = 18
11/18 HP

Tyr flees with his companions.


Male Dwarf

1d20 + 1 ⇒ (9) + 1 = 10

As soon as the swarm descended on him, Bruden realized why all of them had fled. He decided to run into the fountain room as well, trying to shake the swarm and possibly gain some healing as well.

Alternatively, if Rale does channel, Bruden will run off into the water area and see if he can draw the swarm that way. If they did, he could drop prone in the water and possibly evade them that way for a while.


Hint: Bats can't open doors.


All the heroes run into the room with the small fountain. Rale raises his holy symbol and a burst of energy washes over the group.

Channel: 1d6 ⇒ 5

I'm just assuming he will channel to prevent PC death.

The bats follow the Kassenites into the room, squeaking and biting. Rale and Tyr, being in the rear, are the targets of their assault.

Damage (Rale, Tyr): 1d6 ⇒ 2
Need a DC 11 fort save from you two as well.

Thankfully, their armor prevents them from taking damage.

Group's turn.


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)

fort save 1d20 + 4 ⇒ (15) + 4 = 19
16/18 HP

We need to get something between us and the bats! we have no way to fight them! Tyr calls to his companions


Does room 17 have a door? If so, I'll ready action to close the door when Rale and Tyr get in and I'll usher them inside.


Male Dwarf

If it doesn't we will have to run from 17 to 14 (carrying the gnome so he doesn't drown).


Room 14 and 19 have doors.


Male Aasimar Cleric 4

Fort save: 1d20 + 4 ⇒ (3) + 4 = 7


Male Aasimar Cleric 4

Hop on my back Malzuket and let us proceed to the healing water.


You're right next to the healing water. It's in the fountain.


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 think room 19 would be a better choice. if we go to room 14 we are stuck there and can't move forward. We should run through to room 19 and hope we can find a way out from there.


Gold star for Tyr!


Male Dwarf

That's the plan then. We all race for that door and slam it when we get through. Tyr, you should speak the plan to the rest of us so we will know what you are doing.


Sounds good. Since me and Rale are slower, should we have Tyr go last to "tank" the swarm, so to speak? He has a good fort save and can hang in there for awhile to draw them off. Then we all run to 19 and ready action to slam the door shut. He loops around, runs in, we slam the door and heal him. What do you guys think?


Male Aasimar Cleric 4

I'm good with that plan


OKay, apparently we've gone completely OOC for some reason.

Tyr says, "Get into the room with the pool! I'll hold them off. Once I run in, slam the door."

Everyone does as they're told.

Rale will save: 1d20 + 7 ⇒ (11) + 7 = 18
Malzuket will save: 1d20 + 4 ⇒ (17) + 4 = 21
Tyr will save: 1d20 + 1 ⇒ (4) + 1 = 5

Rale and Malzuket get hit by the fear trap on the pool, but resist it. Bruden already suffered, so he is immune. When Tyr runs into the room, Bruden slams the door shut behind him. This all takes about twelve seconds (two rounds), both of which Tyr spends having bats swarming him.

Damage round 1: 1d6 ⇒ 3
Damage round 2: 1d6 ⇒ 1

His armor protects him. When Tyr finally does make in, he sees his reflection in the pool reach up and pluck out its own eye, then begin munching on it. He runs screaming into the next room. It is a reflection of the room to the north of the pool. Another burial chamber full of niches with dusty skeletons in them. He runs until he gets to another door, there he cowers for a few seconds until snapping out of it.

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)

seeing his own reflection pluck out it's own eye and eat it was shocking but the fear that he felt was more than what he saw inspired. When Tyr regains he senses he leans against the wall next to the door catching his breath. Then heads back in the direction of the others. Tyr won`t go back into the room with the pool. He will stop in the door way and wait for the others.


Male Dwarf

Bruden walks back through the chamber with the pool, keeping his eyes from looking in the water. He goes through the next room, checking for traps and hidden doors and monsters, and proceeds to where Tyr finished running. He puts a hand on his shoulder and nods at him, as if he understood what he went through, because he does.

If there is anything in the skeleton room, he will stick around and investigate it, otherwise we will proceed through the door into the next chamber, checking the door for traps as well before opening it up.


Hmm, I was about to praise Tyr's bravery, until I saw that. Malzuket tries to jest in a jovial tone, but there is an edge to his voice. He rubs the welts covering his body from the bat swarm.

Rale, can you ask your goddess to heal these? Who knows what lies ahead.

He creeps over and peers into the "fear pool" with curiousity.


Male Aasimar Cleric 4

Rale bursts a channel with Malzuket and Bruden nearby, then sets off to locate Tyr.

heal: 1d6 ⇒ 5


After everyone is healed up and regathered, Bruden checks the next door and finds it clear. He opens it to reveal vast chamber whose vaulted ceiling shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

Map


Male Dwarf

After a particularly harrowing problem with a statue earlier, Bruden is extremely wary of what's going on in this chamber. He scours the area for traps, takes a look into the chasm to see how deep it is, and throws a copper down to hear how long it takes to hit. If he spies no traps, he will assume there will be something going on with the statues and the bridge. Seeing as the chasm is only 15 feet wide, he will attempt to jump it with a bit of a running start. If he can bypass the bridge, perhaps he can bypass the trap as well, and possibly disarm it from the side.

1d20 + 7 ⇒ (18) + 7 = 25


Bruden finds no need to jump the pit, as he spots the simple trap rather easily. The second ten feet of the bridge is a pressure plate. The pits are forty feet deep.

Bruden Disable device: 1d20 + 10 ⇒ (17) + 10 = 27

He is able to pry up the edges of the pressure plate and wedge some metal pins in place so that it is safe to walk over without activating the trap. Walking across the bridge he finds the door on the opposite side to be safe to open.

The wide brass doors swing open on silent hinges to reveal
a vast crypt. The only light emanates from a torch mounted
above the crypt, flickering with a pale golden fire. Tall pillars
march across the chamber, ending at a dais on the far side, on
which is set a large stone sarcophagus.

A single form rests beside the coffin, that of a comely woman
in tattered clothing. She appears to be asleep or unconscious.

As the doors swing open on the chamber, a dry, mirthless
laugh can be heard from the dark recesses of the tomb.

"So, Kassen’s heroes have come to fight me again. You will
make fine minions in my army of the dead. Come and meet
your fate.”
With that, a wicked-looking skeleton strides into
view wearing polished mail and brandishing a cruel sword in
both hands. A cold blue flame burns in its empty eye sockets.

Initiative:

Rale:1d20 + 3 ⇒ (6) + 3 = 9
Malzuket:1d20 + 5 ⇒ (11) + 5 = 16
Bruden:1d20 + 2 ⇒ (8) + 2 = 10
Tyr:1d20 + 2 ⇒ (9) + 2 = 11
Skellies:1d20 + 6 ⇒ (14) + 6 = 20
Asar:1d20 + 6 ⇒ (15) + 6 = 21

Initiative
Asar 21
Skellies 20
Malzuket 16
Tyr 11
Bruden 10
Rale 9

Asar readies his blade, waiting for the heroes of Kassen to approach. "Wait for them to come, then kill them!" he commands the skeletons with him.

The mindless undead move forward to flank the steps.

You guys are up.

Map


Male Aasimar Cleric 4

Rale draws his holy symbol and moves forward ten feet, waiting for them to get into range.


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)

After the experience with the cursed pool and bats Tyr is ready to prove his valor and glad to have something he can fight.

I'll take the two on the left if you all take care of the two on the right!

Tyr leaps from the top of the stairs at the two Skeletons on the left.

what rolls do you think I need to do with this action. I am not sure


Male Dwarf

Bruden steps forward to the top of the stairs as he smiles because of Tyr's boast. He gives his spear a twirl and brings it down on the Skeleton at the bottom of the stairs. Their foe was not much of a tactician if he didn't realize they had reach weapons and higher ground.

Power Attack 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1d8 + 9 ⇒ (3) + 9 = 12


Malzuket creeps up behind Bruden, readying a spell as he whispers to the half elf: Looks like Tyr will draw their attacks. If he and Rale can hold off the big guy for awhile, you could probably go free the girl and get her up the stairs. If he comes for you, I'll help. You up to play the hero?

Move: One square north of Bruden. Standard: Ready action, Disrupt Undead on the first skelly that gets in range. If it's a tie, I'll go for the little skellies first, and damaged ones first at that. Touch attack. 1d20 + 3 ⇒ (7) + 3 = 10

Positive Energy damage 1d6 ⇒ 3


Malzuket creeps up behind Bruden, readying a spell as he whispers to the half elf, "Looks like Tyr will draw their attacks. If he and Rale can hold off the big guy for awhile, you could probably go free the girl and get her up the stairs. If he comes for you, I'll help. You up to play the hero?" He fires a ray of positive energy at the skeletons, but his target dodges out of the way.

After the experience with the cursed pool and bats Tyr is ready to prove his valor and glad to have something he can fight. "I'll take the two on the left if you all take care of the two on the right!" Tyr leaps from the top of the stairs at the two Skeletons on the left.

Tyr acrobatics check: 1d20 - 4 ⇒ (13) - 4 = 9
Falling damage: 1d6 ⇒ 1

His new armor is much more heavy than he's used to and ruins his jump completely. He falls on his ass on the side of the steps. Undaunted, he swings his hammer at the skeleton closest to him.

Attack: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d12 + 4 ⇒ (6) + 4 = 10

His blow catches the skeleton in the chest, knocking off its sternum and most of its ribs.

Tyr is prone for now.

Bruden steps forward to the top of the stairs as he smiles because of Tyr's boast. He gives his spear a twirl and brings it down on the Skeleton at the bottom of the stairs. Their foe was not much of a tactician if he didn't realize they had reach weapons and higher ground. The long leaf-shaped blade of his spear slashes through the spinal cord of the leading skeleton destroying it.

Rale draws his holy symbol and moves forward ten feet, waiting for them to get into range.

Asar moves around to get at Tyr from the side, and the skeletons reposition themselves at his commands. The one that Tyr hit steps forward and retaliates with two claw attacks.

Claw: 1d20 + 2 ⇒ (15) + 2 = 17
Claw: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Map

You guys are up.


Male Aasimar Cleric 4

Rale moves as close to Tyr as he can and bursts his final channel when Asar and his henchmen are within 30ft.

channel: 1d6 ⇒ 5


Malzuket moves to the top of the stairs and fires a ray of energy at the lead skeleton.

Move to square in between Tyr and Bruden on the current map, top of the stairs. Standard: Disrupt Undead--do I get +1 to attack from higher ground? If so, please add one to my roll, touch attack-- 1d20 + 3 ⇒ (11) + 3 = 14

Positive Energy Damage 1d6 ⇒ 3


Male Dwarf

Bruden smiles when the gnome tells him that he gets to play the hero and he leaps the stairs to go rescue the pretty damsel in distress. As he moves, the spear goes down to the ground and he pulls his morningstar as one of his arms will be busy. He picks the young girl up easily in his arms and throws her over his shoulder, getting ready to run back up the stairs. He puts on his trademark lopsided grin and uses his rare words to say, "Worry not, The heroes are here."

Free action, drop weapon. Move action Acrobatics over stairs 1d20 + 7 ⇒ (10) + 7 = 17 and draw new weapon. Move action pick up damsel. Free action, look awesome.
Of course, I'm now encumbered, I don't care how much she says she weighs.


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)

stupid dice!
13/18 Hp
prone

Tyr curses and swings at the damaged skeleton again.

attack1d20 + 1 ⇒ (3) + 1 = 4
damage 1d12 + 4 ⇒ (11) + 4 = 15


Malzuket moves to the top of the stairs and fires a ray of energy at the lead skeleton. It misses due to Tyr being in the way.

Tyr curses and swings at the damaged skeleton again. Also missing.

Bruden smiles when the gnome tells him that he gets to play the hero and he leaps the stairs to go rescue the pretty damsel in distress. As he moves, the spear goes down to the ground and he pulls his morningstar as one of his arms will be busy. He picks the young girl up easily in his arms and throws her over his shoulder, getting ready to run back up the stairs. He puts on his trademark lopsided grin and uses his rare words to say, "Worry not, The heroes are here." As she's unconscious she doesn't reply.

Rale moves as close to Tyr as he can and bursts his final channel over Asar and his henchmen.

Will save: 1d20 + 2 ⇒ (11) + 2 = 13
Will save: 1d20 + 2 ⇒ (6) + 2 = 8
Asar will save: 1d20 + 6 ⇒ (11) + 6 = 17

The skeleton closest to Tyr crumbles to dust, while the one at Asar's side sizzles and smokes badly damaged. Only Asar seems to shrug off the brunt of the positive energy. It will take a determined effort to put down this fiend.

Asar moves forward to take advantage of the prone Tyr. Stepping up he brings his longsword down in a powerful overhead chop.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

His apparently magical blade slices through Tyr's armor like butter, nearly killing him in one blow. "Pitiful. At least Kassen was a worthy foe. Finish him minion." Asar says, motioning the skeleton forward.

The mindless creature does as it's told, stepping up and trying to claw Tyr to death.

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

The creature's claws find Tyr's exposed throat, doing just enough damage to make him pass out.

Tyr you're at -1. Please give me a stabilization roll.

Asar cackles evilly as the skelton does its work, the blue fire in his eye sockets flaring ominously in the dim light of the crypt.

You guys are up.

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