Vengeance of the Downtrodden (Inactive)

Game Master DM Mooshybooshy, "the Foolish"

Campaign Wiki credit to Smoog


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F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

The time sitting and doodling is beginning to ease the dirge's mind, but it will take more time than they have to fully clear her creative block. "Smoog could coordinate such a collapse. I too have the means to take out a support structure." Sees holds Gorlaug's Wrath over her head, not looking up from her work on the map. "However, it will be nearly impossible to locate the body and confirm the man's death. I am also sure you would not want his skull damaged."

To Thunk she says: "door have knob, Thunk. Wait for Smoog to see if thump wait on far side of door."


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Smoog surveys the door for a way to open it from this side.
He is intent on opening it as soon as possible to let the others in.
-
He then attempts to unhinge the metal door and drop it on the eye.


Smoog, you see an iron ring that could be lifted and pushed to push open the door to the inner sanctum from the inside. To access this ring, you would need to exit the crawlspace and climb down/fall to the ground level, before exposing yourself to the greenish eye's gaze and trying to make it to the door's ring. Will you do it? If so, I'll need a Defy Danger roll, which stat depends on how you tackle this problem.


Male Kobold Druid | Lvl 3 | XP: 2 | HP: 16/21 | Armor 1 | d6 dam | STR 1| DEX 0 | CON 1 | INT 0 | WIS 3 | CHA -1 | C: 31

Pork follows the group patiently, tightly gripping his spear as he watches the rear. He did not trust the humans above..who knows if they would come from behind..


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Smoog unties the rope from his ankle and secures it to anything sturdy up there (the swinging iron hatch door, a rock outcropping or other anchor point) and slides enough slack out and down to be reached from the floor.
-
He then jumps out of the access tunnel on top of the eye, shooting his magno-ray bullets into the top if it.
-
Activate Magno-ray attack...: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Damage to eye...: 1d8 + 1d4 ⇒ (2) + (1) = 3
-
Using the eye as a springboard, Smoog launches off of it towards the door to activate the opening mechanism.
-
Defy Danger with Dex...: 2d6 + 1 ⇒ (5, 2) + 1 = 8


Kobold/Armor 2/ 14 HP left of 22 HP/ S 12 D 13 (+1) Con 16 (+2) Int 9 Wis 18 (+3) Char 8 (-1) Shaman Lvl 4 XP 6 Scroll of Mass Teleportation/ Reinforced Kobold Armor & Braces

Scratching sounds emanates from the pitiful pink wretch on the floor...over the scratching you hear, "we could blow the place up...boom...that would be fun...boom...BRAINS...kobold brains...yum."


Unholy Abomination

Does anyone have any idea how we can fix Grick?


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Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

While they wait Thunk looks at the necklace

2d6 - 1 ⇒ (5, 6) - 1 = 10

Thunk know what neck chain thing do. It do _____


The mostly-naked blue kobold leaps out of the alcove with the rope tied to his ankle, gritting his sharp teeth. With deadly accuracy, aided by the strange magic of Sees-Death's arcane art, the magno-gun pops the eye spell, causing it to shudder and fade away.

You didn't expect the thing to just disappear when you shot it, though. When you attempt to follow through on your jump and vault off, you go through where the eye was hovering and slam into the stalactite in the ceiling that was behind it. The stalactite is covered in skulls and the impact smarts. Thankfully, it breaks your momentum enough that you can slide down it and fall the rest of the way to the floor unharmed. Take 2 damage from your impact as your nose feels a bit bruised.

Moving to the door, you climb partway up the doorframe to get to the height that you need and see a deadbolt above it. Throwing it open and pushing on the ring reunites you with your fellow kobolds!


Thunk correctly remembers that a priest in his clan once wore a pendant like that. It's said to grant you favor in the eyes of Death. If you die while wearing the pendant, the pendant is consumed and you gain +2 on your Last Breath roll.


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Sees busies herself with the task of packing her things back into her pack. She looks down at her collection of weapons: A horn that might bring the temple down on them, a slingshot which may not be able to penetrate active defenses, and a dagger she has trouble carrying, let alone swinging. With a quiet sigh, she takes her time packing her things and tries to fade into the back of the party.


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

Why you no clothes. Not good look.

Thunk says to Smoog


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Smoog quickly removes the rope from his leg, grabs his extra bags of ammo and heads back into the ritual room.
-
"Necro-Creep has a big pile of bodies he is drawing power from or something.
We need to hit him now!
Let's overwhelm him and that puppet monkey of his with missile fire."

-
As soon as Smoog gets within range and has a clear shot he will start firing at the Necromancer.
-
Magno-rifle activation...: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Damage: 1d8 ⇒ 7


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

Not needing to be told twice to attack Thunk charges

Thunk thump dumb monk!

As he charges across the space an icy sheen covers him

Thunk thump in cold. spending on ice from earlier to gain +2 armor

He swings his club at the monkey's ribs first

1d8 + 1d6 + 2 ⇒ (7) + (5) + 2 = 14 for 1d10 + 1d4 + 1 + 1d4 ⇒ (5) + (4) + 1 + (3) = 13

between the amount of damage and the SMASH move that monkey is in bad shape


Male Ashen Kobold Immolator - 3rd Level - HP 9/15 - STR 9 (+0) - DEX 8 (11) - CON 13 (+1) - INT 11 (+0) - WIS 18 (+3) - CHA 15 (+1) - Dam 1d8

"I begin to tire of this Necromancer's antics. Bring him down!"

fiery spike: 2d6 + 1 ⇒ (3, 1) + 1 = 5

Fssst grins madly as the heat from the molten spike of solid magical fire causes the flesh of his claw to smolder...


Unholy Abomination

We are in sight of this necrodummy? Oh my.

The moment the door opens Hegh crushes Felix's skull, and charges Felix, Felix, Felix!.

As he moves, his body begins to change, shouting You are mine deathmage. Gorlaug's vengeance is here! He sprouts wings from his back, and his tail grows to a great length with spikes protruding from each side. Using 2 Ice.

Hegh leaps over any intervening obstacles or creatures, and lands near the necromancer. Using dragon wing ability to get within Reach distance. He whips out with his tail, aiming for the necromancer's groin. Tail is Reach, Forceful

H&S: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Tail Damage Roll 1: 1d10 + 3d4 ⇒ (6) + (3, 2, 1) = 12

Tail Damage Roll 2: 1d10 + 3d4 ⇒ (6) + (2, 4, 2) = 14 Best of damage from the Felix skull

The tail connects with the necromancer center mass, and pushes him back with a GM-fiat amount of force. Forceful


Kobold/Armor 2/ 14 HP left of 22 HP/ S 12 D 13 (+1) Con 16 (+2) Int 9 Wis 18 (+3) Char 8 (-1) Shaman Lvl 4 XP 6 Scroll of Mass Teleportation/ Reinforced Kobold Armor & Braces

Grick shambles along behind the others, slowly shedding scales as he goes. He uses the pointy end of one of his skull's jawbones to scratch himself as he shambles. If you listen closely you can hear him mutter, "I'm a shaman not a fighter, I'm a zombie not a kobold, no, no, I'm a kobold not a zombie."


Unholy Abomination

Maybe would should try to capture, not kill this guy, and force him to fix Grick. Also he should tattle on his companions.


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Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

says the guy who just hit him with a billion damage


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F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Just as he is leaving, and out of sight of the others, Sees grabs Fssst by the collar of his hood, pulls him in close and kisses him deeply.
Arcane Arts (Fssst: Aid): 2d6 + 2 - 1 ⇒ (4, 3) + 2 - 1 = 8
Aid Fssst: 2d6 + 1 ⇒ (4, 4) + 1 = 9 (+2 makes the spike roll a 7)
The flame spike surges to life, threatening to catch their clothes afire. Pulling away and patting her clothes out, Sees does not make eye-contact with Fssst. Fire is passion; fire is fickle; fire is an enigma; this must be the path to a hold on the immolator's heart.

excuse the massive edit. Lost track of my bonuses.


Male Ashen Kobold Immolator - 3rd Level - HP 9/15 - STR 9 (+0) - DEX 8 (11) - CON 13 (+1) - INT 11 (+0) - WIS 18 (+3) - CHA 15 (+1) - Dam 1d8

Fssst roars in pain and joyous fury as the spike of flame turns incandescent in his palm. Leaving the Dangerous tag on the spike of flame and adding +1 damage He turns away from Sees-Death and calls to the flames with his soul...

Zuko Style, pouring the flames from the spike into the pile of corpses: 2d6 + 3 ⇒ (6, 5) + 3 = 14

...as the shimmering spike in his hand whips wildly into the room, swelling into a conflagration... but instead of cascading through the flesh of the necromancer, it falls upon the pile of corpses like a burning meteor.


Smoog, as you charge down the stairs, you feel yourself growing colder and colder with every step. Soon the air is so cold that the air itself stings your lungs with every breath.

You fire what would have been a direct shot. But the hulking pile of bodies stacked up in the center of the room rose to intercept your blast. The cold begins to affect the metal of your rifle, burning your hands! Take 1d6 damage or drop your gun, Smoog.

Reference pic, Composite Abomination

The abomination rises from the floor as the necromancer, bemused, looks up from his tome. "Kobold invaders? I thought we killed you all at Moontower Mountain. I wonder if your corpses would be of any use to me..."

Slamming shut the tome, the necromancer conjures up a tall cylinder of necromantic force, projecting a cage of energy that he attaches via an ethereal chain to his monstrous defender.

The corpse golem rises up, filling the chamber with its surprising size. As one, the faces of the innocent victims that comprise its bulk begin to scream. Hegh flies higher, trying to elude the thing's grasp - but dead arms rise out of the creature's shoulders and grasp at him hungrily. Hegh, you lash out and destroy a few of the arms with your tail, damaging the abomination and crushing one of the skulls that make up its hide, but the golem is reaching up for you now, trying to pluck you out of the air...

Lust-flames from Fsst's invigorated magic spell interrupt the golem's reaching for you, giving you a clear shot once again, [/b]Hegh.[/b] The flame pours over the golem, dealing Fsst's damage 1d8 ⇒ 3 to it and blackening some of the bones. The central core of magic animating the creature is untouched by the flames, however. Rising fully to its feet, the creature stands nearly 30 feet tall. It roars and slams its foot down, shaking the entire sanctum. Rocks come loose from the ceiling and a large one shakes free directly over Sees-Death's head!

From inside his force-cage, the necromancer continues talking in an almost bored tone. "I must say that you creatures are displaying a tenacity that I haven't seen in kobolds before. Haven't your short attention spans run out by now?"


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Cursing loudly, Smoog drops his Magno-ray and runs back to get his Steamer.
-
"Damn, I knew heat would be needed!
HIT THE NECRO-FREAK!
HE IS KEY TO EVERYTHING.
WHEN HE FALLS, SO DOES THIS ABOMINATION!"

-
As soon as he recovers the steambox, Smoog races back to the main room and tries to sneak his way back to the Necromancer.


Unholy Abomination
"Thunk" wrote:
says the guy who just hit him with a billion damage

Nope!


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Fssst's Arcane Arts Effect: 1d4 ⇒ 1

Defy Danger (DEX): 2d6 + 1 + 1 ⇒ (6, 5) + 1 + 1 = 13 (Help from Friends)
Sees-Death ducks and rolls, clearing the falling brick and taking a position near the back of the group.

Still battling for her role in a fight like this, she scans the room, straining to understand the writings on the floor, the gestures of the necromancer, and the stability of the temple.
Discern Realities: 2d6 + 2 ⇒ (4, 5) + 2 = 11
What happened here recently? What rules govern the Amalgam ritual?
What should I be on the lookout for?
Who is really in control here?

When she sees Smoog running back, she pulls the heavy dagger from her belt in a reversed grip and covers him while he digs around in his belongings.
Defend (Smoog, Egg, Herself): 2d6 + 1 ⇒ (4, 5) + 1 = 10


Kobold/Armor 2/ 14 HP left of 22 HP/ S 12 D 13 (+1) Con 16 (+2) Int 9 Wis 18 (+3) Char 8 (-1) Shaman Lvl 4 XP 6 Scroll of Mass Teleportation/ Reinforced Kobold Armor & Braces

Shambling and scratching, Grick the almost zombie stops using the skull of the clan channeler as a scale scratcher and insteads points it in the direction of the necromancer and then tilts it upwards aiming at the ceiling right above the evil one's ugly evil head. He moans,"zippity doodah bad guy" as he calls on the lightning to strike at what looks like a weak point in the support over the necromancer' head.

Zippity Doodah Lightning: 2d6 + 3 ⇒ (6, 3) + 3 = 12

Bolt 1: 1d6 ⇒ 4
Bolt 2: 1d6 ⇒ 6

"Now that's what I'm talking 'bout," he moans in a raspy breathy voice.


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Grick's Arcane Arts Damage: 1d4 ⇒ 3
Also, trying to keep track of the general spacial stuff in Smoog's spreadsheet.


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

I think you missed my post DM. Obviously I wind up attacking the monstrosity instead, but I like to think I can keep that awesome roll


Unholy Abomination

I'm very guilty of attempting too many actions in one post! So it seems like I made if over the corpse thing with Fssst's help and landed near the force cage on the other side. I'm assuming the attack rolls are ret conned away. If my attack was redirected to the corpse golem it only does 6 damage because of the penalty on exterminatus.

Hegh lands next to the necromancer's shield and growls in fury. Coward! This close to the ethereal tether, Hegh studies it closely as his allies struggle with the monster.

Discern Realities on the force shield/tether: 2d6 ⇒ (2, 3) = 5

Jumping the gun with exterminatus cripples me in this corpse fight. I'll have to be useful in other ways.

EDIT: This is not one of those ways! General question Moosh, if you fail, but the succeed through an aid roll, do you still mark XP? I haven't decided how to run it in my game.


Male Kobold Druid | Lvl 3 | XP: 2 | HP: 16/21 | Armor 1 | d6 dam | STR 1| DEX 0 | CON 1 | INT 0 | WIS 3 | CHA -1 | C: 31

Pork grumbles as he watches his kin battle the undead abomination. Swiftly, he raises his hand and orders his undead thralls to attack the abomination while he shifts into something appropriate..

Shapeshift into Boar: 2d6 + 3 ⇒ (1, 5) + 3 = 9


When the ice-covered red kobold known as Thunk crosses the intervening distance between the stairs and the podium, he's heedless of the bones he climbs over in his singleminded pursuit of that damnable skeletal monkey riding on the necromancer's shoulder. He recalls the monkey catching arrows out of the air and snapping them for his master when the necromancer attacked his tribe. Unfortunately, the bone golem's animus rising interfered with his attempted attack, by knocking him clear off his feet. Dauntlessly bouncing back after landing on his toughened scales, the barbarian whoops and swings his dragonbone cudgel at the abomination the nearest place he could reach, the monster's leg. He strikes a solid hit, destroying the skulls in that region and staggering the golem somewhat, but the monster's necromantic energy continues to energize it. After a moment it regains its footing, and turns to address you properly.

The ground you stand on is shattered upward with the force of the golem's downward slam, shaking the whole inner sanctum! You'll be knocked out cold if it strikes you hard enough, what do you do?

No matter how the barbarian reacts, there is a huge crater in the floor from where the giant undead beast struck the ground. Fire, burning the bodies that form the base of the creature's feet, continues to burn - and overhead, Grick's spiritual lightning seeks vengeance on the slaver that stole the local bodies' souls. The ceiling overhead weakens with the force with which you struck it, Grick - you might bring an entire section of ceiling down with another successful barrage of electricity.

Hegh, I only count XP if the roll is still a failure even if others try to help. If someone aids you to success, no XP.

Fire rolls across the room, rapidly consuming the oxygen as it burns the fuel found on the floor - the old bones, and the bones forming the body of the abomination itself. Fsst's magic continues to burn the creature, and spreads wider along the inside of the massive circular chamber. The creature's body burns near where you landed, Hegh - but this close, you're able to see a flash of fear cross the necromancer's face. He focuses on you as you try to comprehend the magic of his ritual.

"Fool!" he cries out from the safety of his force-cage. "You'll never destroy my golem! When you die, I'll use you against the others!" As he blusters, he pounds against the cage bars. Magic flares along the cage's energy tether to the monster, causing a roar of consternation, and he quickly stops.

You're thrown clear, Hegh - take 1d10 damage when you slam backward through a support pillar, shattering it! Your body collapses in a heap where you land, right near where Smoog and Sees-Death are lurking, trying to remain unnoticed by the undead monster. Smoog has his steamer, and is trying to creep around next to the magma that rings the outside of this room, to get a better shot at the necromancer.

Sees-Death wrote:
What happened here recently? What rules govern the Amalgam ritual?

Sees, you notice that the necromancer seemed unwilling to pound too hard on the cage that protects him. It's connected to the massive monster that protects it...what specifically were you looking to know about the "rules"?

Sees-Death wrote:
What should I be on the lookout for?

The primary danger is obvious, but there's also no guardrails cordoning off the lava ringing the outside of the room, near to where you and Smoog are skulking. There's also water flowing through funneled clear pipes overhead, creating a beautiful dichotomy of blue water above and red lava below. Beautiful, and deadly if the integrity of the sanctum were to be destroyed.

Sees-Death wrote:
Who is really in control here?

You glance over at the podium that the necromancer was working from when you interrupted him. There - a scrying crystal, the same kind you used to see the shamans of Moontower Mountain use. He must have been using it to communicate with or report to someone as he was studying the tome...

Nearby, Pork feels the spirits of the wild imbuing his flesh. Unlike all the other times he has transformed, the hatred in his heart sears his very body. His anger sharpens his focus - you still gain 3 Hold - but you take 1d6 damage that ignores armor when you shapeshift painfully into an emaciated, but still powerful-looking boar. Your monster moves are Rend and Gore, Overrun, and Crunch Bones. As their master shapeshifts, your zombie thralls move to engage the abomination. They can't do much individually, but the horde is gathering around the creature's lower body and trying to interfere with it. You can spend 1 Hold to issue commands to your zombies while in Animal form, or let them continue to try and obey your orders to the best of their ability with undead singlemindedness.

The necromancer notices what you're doing. "A kobold necromancer? I thought I'd seen everything! And you stole some of my thralls!" the cage is whipped out of harms' way by the monster carrying it, but before he's moved rapidly away you see an interested gleam in the necromancer's eye as he regards Pork.


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

2d6 + 2 ⇒ (5, 3) + 2 = 10STR Defy Danger Not sure if I need to defy danger so adding it anyhow. I will explain in the flyff why STR below

1d8 + 1d6 + 2 ⇒ (6) + (5) + 2 = 13 H and S for 1d10 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5

The blood of ice dragons in my veins, perhaps I can take to the air

Thunk think time fly! using last ice to sprout those icy wings, using my last ice

Thunk sprouts wings and takes to the air towards the beast's chest, as the swing comes in, he smashes it with his club hard enough to turn it aside, and the momentum sends him flying a bit higher directly towards the head of the monster. thats why I used STR. Unfortunately for him, he is not quite used to flight, so he misjudges it a bit and winds up heading toward the shoulder, he smashes it anyhow, shattering bones around the shoulder blade SMASH move[ooc] hopefully making it hard for it to hit with that arm


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Smoog recognizes that the integrity of the temple structure is weakening by the minute and will collapse on them all if this battle is not ended soon.
-
He abandons stealth, confident that Thunk , Pork and Pork's thralls are keeping the Tower of Undead focused on them.
-
Closing the distance around the perimeter of the room to the Necromancer, Smoog lances into the force cage with steam and curses.
-
[dice=""Die you maggot infested mound of putrid grave garbage!..."]2d6 + 3[/dice]
Damage to cage and pride: 1d8 ⇒ 3
-
As the steam beats into the cage Smoog concentrates his attack at the nexus of cage and leash, hoping to sever it as well as collapse the cage itself.


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Since Sees can't actually see the workings of the magic, she was checking the rune circle to see if this spell had a focus, like an eyeball to shoot in a Zelda game. It's the closest I could get to "which should we destroy first, zombie or cage". If the cage is part of that spell, the runes might tell her if the creature sustains the cage, or the cage sustains the creature.

Sees grabs Smoog's shoulder as he makes his way back into the action. She points at the golem, then at the lava. Then, she turns and runs around the far side of the Golem to get a good angle, putting the golem between herself and the lava, and joining those on the front line.

With the temple falling apart around around them, the dirge can't risk more than one shot. She shouts to Thunk and Hegh, hoping the rest can hear over the din of the battle. "We must use our size to our advantage and push the thing off balance! I can knock it into the lava! Animate or not, corpses burn like kindling! It doesn't like the cage to be struck! Use that to your advantage! Advance! Advance!" She blows a pair of notes on Gorlaug's woe, signaling an advance to anyone who couldn't hear her.

Sees then pictures what she must do. To apply the optimal force to the Golem with Gorlaug's Wrath, she should strike from above and concentrate on the chest, near the sternum. Peering up at the cloying mass of limbs, the dirge is filled with doubt and dread. Then, she sees the dagger in her hand, still slick with Hegh's blood, and the frosted wings Hegh and Thunk have grown.

I think, mechanically, I need you to trigger the Dragon's Gift move, Hegh.


Male Kobold Druid | Lvl 3 | XP: 2 | HP: 16/21 | Armor 1 | d6 dam | STR 1| DEX 0 | CON 1 | INT 0 | WIS 3 | CHA -1 | C: 31

Damage to Pork: 1d6 ⇒ 5

Pork grunts in pain as his transformation completes, then turns to eye the necromancer and his golem abomination. He charges towards the golem furiously, his legs pumping wildly as he runs..

I spend a hold on Overrun aimed at the Golem


Unholy Abomination

Dragon's Gift to Sees: 2d6 + 3 ⇒ (5, 2) + 3 = 10

Just responding quickly so Sees can progress. I'll get to a real post later.

Damage from slamming through piller: 1d10 ⇒ 9


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

At the first taste, the blood burns the Dragontongue. Like a bonfire in her soul the blood consumes doubt, fear, anger- images of Gorlaug's death, Hegh's gifts, the presentation of her charge, her kiss with Fssst flash into the back of her eyelids, then are consumed by the fire until every emotion has been scoured out of her from the inside out. Her molting skin cracks and shatters, like frost breaking underfoot. The tiny shards like crystalline ice spread and hinge like delicate gossamer wings. From her stubby tail sprouts a heavy chain of ice, ending in a massive clear-crystal snowflake. The chain loops like a coiling whip, testing the slack, and Sees-Death is off the ground in a single mighty leap.

Heart straining to pump feuding bloodlines, the dirge presses her unforeseen advantage, and lashes out with the forceful spiked tail, readying Gorlaug's Wrath for the followup.
One: 2d6 - 1 + 1 ⇒ (1, 1) - 1 + 1 = 2
+1 from acting on DR


The barbarian known as Thunk is driven into the ground like a railroad spike by the overhead slam of the Composite Abomination. Growling and clutching the nigh-unbreakable bone of his dead god, the barbarian holds his ground, and as soon as the momentum shifts in his favor he breaks the standoff. Swinging his club overhead in an arc he bats away the creature's arm to give him room for takeoff. Crystalline wings the color of the blaze of sunset sprout from the red kobold's back and he takes to the air, looking for all the world like a miniature Dragonborn. With a scream he whirls around in midair and brings his shattering club down on the shoulder of the abomination! The arm he swings into falls partially off from the force of the impact, leaving a jagged, gaping wound in the creature's bloodless shoulder.

A multitude of grasping, mindless, undead arms without flesh on them reach out from within the wound, grabbing at your ankles and wrists, Thunk! What do you do?

Smoog, situated behind the main body of the Composite Abomination, has a clear shot lined up on the necromancer's cage of force. His aim is true, and the hot steam blasts the necromancer's cage - dealing no damage to the cage itself, but slightly singeing the necromancer within! It seems that since your attack has no physical substance, the cage is ineffective at blocking it entirely. Unfortunately, the necromancer is canny, and he rips open the ribcage of his abomination with a flinging gesture. The cage of force is being pulled inside the creature's chest cavity, where the bones will shield him from your attack! What do you do?

As you make your decision, the main body of the Composite Elemental staggers from an attack from Pork! With a battle-squeal, the emaciated boar charges the undead abomination wildly. Roll your damage, Pork - you would normally knock your target down, but in the fiction this creature is 30 feet tall - you're not badass enough to auto-succeed at that yet. I'll need a defy danger-Strength, but because it's tied to your Shapeshift move, a failure will just mean that you successfully move over the abomination rather than pushing it down to cross it. Does that make sense?

Sees-Death is fueled by the raging bloodlines of two dragons within her, along with protective instincts over the egg of a nascent god or goddess. Her takeoff is glorious to behold, but unfortunately ends disasterously - caught, in the fist of the abomination. The abomination squeezes hard, take 1d8+2 damage, and brings you around to the front of the creature's chest. The dead faces of hundreds of beings stare at you all at once from within the abomination's body. The faces' mouths all open as one, and begin to scream...what do you do?


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men
DM Mooshybooshy, "the Foolish" wrote:

The barbarian known as Thunk is driven into the ground like a railroad spike by the overhead slam of the Composite Abomination. Growling and clutching the nigh-unbreakable bone of his dead god, the barbarian holds his ground, and as soon as the momentum shifts in his favor he breaks the standoff. Swinging his club overhead in an arc he bats away the creature's arm to give him room for takeoff. Crystalline wings the color of the blaze of sunset sprout from the red kobold's back and he takes to the air, looking for all the world like a miniature Dragonborn. With a scream he whirls around in midair and brings his shattering club down on the shoulder of the abomination! The arm he swings into falls partially off from the force of the impact, leaving a jagged, gaping wound in the creature's bloodless shoulder.

A multitude of grasping, mindless, undead arms without flesh on them reach out from within the wound, grabbing at your ankles and wrists, Thunk! What do you do?

its like a video game cut scene...nice

2d6 + 1 ⇒ (5, 5) + 1 = 11 Defy Danger Dex Summoning a speed he did not know he had Thunk flaps his icy wings and gains just a few feet of air, dodging the clawing hands, then with a second flap he moves towards the head and brings his club down again

1d8 + 1d6 + 2 ⇒ (6) + (2) + 2 = 10 for 1d10 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 The club slams into the side of beasts head. Though Thunk finds the bone harder than he expected.

Yes, hit and move, staying in one place too long is death. Keep it off balance, it will focus on me and leave my friends alone so they can finish the human off. Yes face me beast

THUNK THUMP!

next round I will challenge it, so just dont die this round guys. I didnt think of it till I wrote all that out...oh well.


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Smoog presses the attack and continues to blast the necroprancer with steam...
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Steam to the head...: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Damage: 1d8 ⇒ 2
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Not willing to give up on fighting the Necromancer directly, Smoog leaps after him, trying to follow him into the ribcage before it closes and continue blasting him face to face...
-
Leap of Faith (Defy Danger DEX): 2d6 + 1 ⇒ (6, 2) + 1 = 9


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Ice crushes and grinds into Sees' skin like glass as her wings and tail are destroyed by the remaining meaty paw of the creature.
Damage Received: 1d8 + 2 ⇒ (6) + 2 = 8
Panic and fresh blood chokes her before she realizes the wings had cut her pack free, and it now lays undisturbed on the temple floor.

In the grip of the monstrosity, she can't change equipment, and her dagger is pinned to her side. With what could easily be her last breath, she sounds Gorlaug's Wrath, focusing on the thing's shoulder.
Two: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8
It's out of control, GM chooses an aditional target
THUMP: 1d10 ⇒ 5


Kobold/Armor 2/ 14 HP left of 22 HP/ S 12 D 13 (+1) Con 16 (+2) Int 9 Wis 18 (+3) Char 8 (-1) Shaman Lvl 4 XP 6 Scroll of Mass Teleportation/ Reinforced Kobold Armor & Braces

Grick (likely to soon be Grick the Zombie Kobold) cackles with joy as he sees his lightening strike home twice into the ceiling above the necromancer obviously weakening it.

In the secret language of his kobold tribe he shouts "I'm dropping the ceiling on this miserable God slayer, you may want to get away from it!"

He gives his allies a few seconds to get clear and then calls on the angry spirit of the clan channeler to strike back at a hated foe.

"Hey God Slayer, I'M A SHAMAN NOT A FIGHTER!!! ZIPPITY DODAH!!," Grick screams in a combination of rage at the god slayer and joy to feel the wrath of the clan striking through him.

Zippity Do: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Damage Bolt 1: 1d6 ⇒ 1
Damage Bolt 2: 1d6 ⇒ 1


Male Kobold Druid | Lvl 3 | XP: 2 | HP: 16/21 | Armor 1 | d6 dam | STR 1| DEX 0 | CON 1 | INT 0 | WIS 3 | CHA -1 | C: 31

damage: 1d6 ⇒ 6

Defy Danger: 2d6 + 1 ⇒ (6, 3) + 1 = 10


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

***********************************************************************
O.K. so I do not know if this is allowed but I would like to alter my last action from Post #840.
-
I wrote it in a hurry before I left for the day and would like to change my action.

***********************************************************************
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Smoog sees the necromancer's force cage being drawn inside the monstrosity and realizes that he will be nigh invincible if he secures himself within.
-
Acting on this perfect opportunity, Smoog closes down all the safety valves to overcharge his Steambox and throws it in the ribcage opening intending to detonate his contraption inside the beast.

-
Smoog will pump all THREE of his charges into the gadget for maximum effect.
-
I can use the DD/DEX roll from before or roll again if you want.


Unholy Abomination

Hegh rises from the rubble of the pillar, coughs, and watches the necromancer's cage begin to disappear into the zombie's bulk. Humbled by the ease with which the necromancer sent him flying, Hegh curses, and watches the lightning strike the ceiling. Grick's aim is terrible! As Grick speaks, the full scope of the shaman's plan hits Hegh and he curses again.

He sprints back to the portion of the room where they originally found the necromancer and hurriedly collects any books or writings he can find, then sprints to the edge of the wall. He turns back to face the corpse golem and unleashes a furious gust of ice.

Dragon's Breath: 2d6 + 3 ⇒ (5, 5) + 3 = 13

The blast of ice hits where the necromancer's cage is protruding, or where it just disappeared into the golem's flesh. Maybe the ice prevents the necromancer from ridding himself of Smoog's bomb?

Damage 1: 1d10 + 2d4 + 2 ⇒ (2) + (2, 4) + 2 = 10
Damage 2: 1d10 + 2d4 + 2 ⇒ (9) + (4, 2) + 2 = 17

If this counts as attacking the necromancer for Exterminatus purposes, then the damage is 17. If not, then the damage is 5. From my racial taking +2 damage forward to source of last damage inflicted on me.


Rising higher in the air to avoid the grasping arms of the dead, Thunk bares the full splendor of his wings for a blazing instant before tucking them in for a divebomb strike. Screaming "THUNK THUMP!", the kobold barbarian strikes the lumbering monster in the back of the head, sending it pitching forward...

Even as the undead swine known as Pork the Druid of Death rams into the creature. Using his zombie slaves as fodder with a ruthlessness that the necromancer would only admire, Pork lands a direct hit right in the creature's gut, avoiding the multitude of undead limbs grasping at his skin to ram into the creature with all of his might, crushing the bones of the many corpses that make up the monster's body. The Abomination, which had been just about to interrupt Sees-Death's attack by crushing her skull, is stunned just long enough for her to unleash her attack.

Summoning up all the breath her lungs can muster, Sees-Death the Dragontongued gives her life energy, everything she has, to power Gorlaug's Wrath. Take another 1d8 damage, Sees. The blast of concussive force responds to her effort and blasts the thing where its shoulder was, but thanks to Thunk, where its head now is. The blast strikes the creature's forehead and explodes it, sending bone shards and fragments flying everywhere! Inside, a rotting brain the size of a wagon cart pulses with necromantic energy. However, the blast also catches Thunk in the process! The barbarian's wings catch the force of the blast and carry him violently upward...

Where Grick's lightning had just been aimed. You are surrounded by the lightning wrath of the spirits, and they are indiscriminate in their vengeance. Take 2d6 damage that ignores armor from the lightning that cooks you as well as destroying the sanctum ceiling. Because the strikes did minimum damage, Grick only dislodged a part of the ceiling - which actually works out well for the kobolds, as it means that the whole ceiling doesn't come down on all of your heads. It is only a huge rock that is knocked loose, and it falls down...

Just as Smoog was realizing his desperate gambit. As Sees-Death falls away from the monster's loosened grip, as the necromancer's force cage begins to enter the reinforced chest cavity of the abomination, he empties his whole charge pack into the Steambox and tosses it inside.

The stone falls, slowly, tumbling end over end, through the air. The Steambox is lobbed in a slow, lazy arc into the chest cavity. The necromancer's eyes gradually widen in terror, as his mouth opens to form the word NO... The abomination is struck in the shoulder and begins to tumble. The necromancer's deactivates his force cage, to throw the Steambox out of the ribcage and close it behind him, even as the abomination falls...

And Hegh's ice breath seals the Steambox inside. After grabbing the scrying crystal and the necromancer's tome, the dragonblooded kobold takes to the air and aims directly at where the necromancer is trying to escape his fate. The block of ice that forms from the dragon's breath covers up the hole that the necromancer opened, sealing the necromancer's doom.

Beneath the rocks, ice, and rubble, there is a moment of tense silence, broken by highly muffled screaming that only the sharp-eared can hear. Then, an explosion, and the scream abruptly stops. With it, the abomination slowly stops moving, and the only animated corpses that remain are 2 of Pork's zombies that are still standing. Then, a few moments later, Thunk's lightning-zapped body tumbles from the ceiling. The lightning stunned you to the point where you couldn't use your wings in time, and you land on your face, Thunk. Take another 1d6 damage. The fight is over.


Barbarian 6 Priest 1 HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6 Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

2d6 ⇒ (4, 3) = 7 lightning no DR
1d6 - 4 ⇒ (6) - 4 = 2 Fall with DR?

Thunk lands with a thump-ironically-and a shatter of ice as his ice armor and wings shatter all over

He gets up groggily and especially woozy. Thunk thump or Thunk be thump?

Thunk thump or Thunk be thump?


Gearmaturge | Lvl 7 | EXP 0/13 | HP 17/23 | Dam 1d8+2 | Armor +3 | Charge 2 (3) | AA on hold +2 when Aided
Stats:
STR+0 | DEX+2 | CON+1 | INT+3 | WIS+1 | CHA=0

Blinding Lightening,
……………………...…… Deafening Horn,
Fire, ……..Ice,
……………………………….Steam, Claw, Steel…
-
Smoog watches his beloved Steamer sail into the gap between ribs and land next to the Dread Necromancer.
The “Dread” becoming apparent on the villain's face as he realizes he has just been sealed into his own tomb.
-
Time seems to stand still for eons but also rush by in milliseconds…
When all eight of the Kobolds’ efforts working together converge into one ominous attack,
the foe they thought might be too strong -- might possibly prevail over them --
is vanquished in a cacophony of thunder, hiss, crackle… and then…
after a heartbeat of silence; an explosion wrapped in a scream, covered in irony;
the necromancer perishes inside his own corpse-lined sarcophagus.
-
Smoog looks around at the faces of his friends, now family.
Some are battered and bleeding.
Some are screaming in triumph.
All are overcome with feelings of relief and vindication at their victory.


Loving the wide range of eloquence this group is capable of mustering, hahah. From monosyllabic thumps to Shakespearean soliloquies.


F Kobold Bard Lv 7.03 | HP:19/22 | Dmg:d6 AC:1 | CHA:+2 WIS:+2 CON:+2 DEX:+1 INT:0 STR:-1

Cracked Ribs, Broken Promises: 1d8 ⇒ 3
Sees falls to the floor in a heap, pushes herself onto one elbow, then falls back to the floor. The temple swims in her vision as she takes shallow, shuddering breaths. She uses the heavy daggar against the loos tiles of the floor to drag herself toward her pack. The daggar, slick with blood and icor slips from her hand and she pounds the floor in frustration. "K-[/k]" A lungful of blood pours from her mouth. "[b]Hssssp" She spits and shudders, struggling to work her tongue in what might be a broken jaw. "Fhkhn- 'ekroh mssr" She grabs the dagger and throws it feebly in the direction of the smoking mass of rotting flesh. "K'nevn kill ah-" another spout of blood, "poo'smif."
Arcane Arts (Sees: Healing, Aid): 2d6 + 2 - 1 ⇒ (6, 3) + 2 - 1 = 10
Healing: 1d8 ⇒ 7

With a wracking cough, a solid lump of torn flesh and clotted blood drops out of the Dirge's mouth. Blinking, she pushes herself to her feet, legs still shaking.

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