Sidrah Imeruss

Fortuna Peccata's page

169 posts. Alias of Treppa.


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Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Thanks for running, Rob, and it was good playing with all of you!

Who would have thought a final battle saw the wizard buffing and the bard doing the damage?


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna takes the mug from Bethany and raise it. "A worthy end for a worthy servant of Aroden. He will be missed, but he died in glory." She takes a swig and passes it on, wiping her mouth on her singed and frayed sleeve.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Holy cow! We did it - poor Doug.

And yikes - that beyotch nearly took us all with him by detonating when he died.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I thought you guys split the pudding potions. Fortuna would apply one to Bethany, then, since Hrarsk doesn't have epic potions - need to get a healer on their feet!


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Feeling like a mouse running around the paws of a giant cat, Fortuna scurries over to Hrarsk and pours one of the cleric's healing potions down his throat.

Not sure what those are worth, recovery-wise. I think both Hrarsk and Bethany took a couple of the potions from the last room. If Hrarsk doesn't have one, apply the action to Bethany. No magic missile this round :(


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna sights along her staff and a shimmering bolt flies out the end to strike the dragon.

Magic Missile dmg: 6d6 ⇒ (4, 2, 6, 1, 1, 1) = 15


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna zips around behind her embattled team and aims the staff at the two giants on the floor, firing her last remaining bolt at the pair.

tgts: 1d3 + 1 ⇒ (1) + 1 = 2
atk1: 1d20 + 8 + 4 + 3 + 3 ⇒ (10) + 8 + 4 + 3 + 3 = 28
atk2: 1d20 + 8 + 4 + 3 + 3 ⇒ (8) + 8 + 4 + 3 + 3 = 26
dmg: 10d10 + 3 ⇒ (3, 8, 2, 9, 2, 5, 5, 1, 7, 2) + 3 = 47

Epic Feat: A natural even hit now deals 20 ongoing lightning damage (hard save ends, 16+).


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Is Fortuna's recovery immediate upon Hrarsk's spell, or on her turn? Either way, recovering hp: 8d6 + 6 ⇒ (3, 1, 4, 3, 2, 6, 4, 3) + 6 = 32 hp.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

That can't be good.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna lifts the staff to her shoulder and points the heel at the frost giants. [ooc]tgts: 1d3 ⇒ 1 A gout of flame erupts from the end of the staff and speeds towards him, enveloping him in a firestorm.

atk vs PD: 1d20 + 4 + 8 + 1 + 3 ⇒ (10) + 4 + 8 + 1 + 3 = 26
fire dmg, miss half: 12d10 + 3 ⇒ (7, 5, 9, 10, 10, 9, 4, 3, 2, 2, 10, 2) + 3 = 76


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Ugh, escalation 1!

"Doug, get 'em," Fortuna shouts, hurling a ball of smoking feathers at the paladin, "with FORTUNA'S PUISSANT ANTITELLURIAN ENCHANTMENT!"

Cast flight on Doug. Flight Effect: The target can fly until the end of the battle (or for five minutes). Your speed doesn’t increase appreciably but you can move in three-dimensions.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna sits up, smoke rising from her poofed hair. Seeing the giant with a flaming sword standing over Khel, she levers herself to her feet with help from her new staff, whacks the heel of the staff on the ground, and shouts, "Khel, be safe with FORTUNA'S OSCILLATING PLANAR SANCTUARY!" A flickering light envelopes the man's inert form, causing him to flicker slightly in turn.

Cast blink on Khel.

blink:
For the rest of the battle (or for five minutes), the target gains resist damage 16+. Enemies who can see invisible creatures ignore this resistance.
Whenever the target uses a move action, there is a 50% chance that it can teleport somewhere nearby instead of physically moving.

Pulling her cloak tight, she taps into its power.

heal with recovery: 8d6 + 6 + 10 ⇒ (3, 4, 3, 1, 5, 1, 4, 6) + 6 + 10 = 43 43 + 58 = 101

recharge: 1d20 ⇒ 8

Recoveries remaining: 2 (from kilt)


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

OK, I took the kilt and staff, then...

Who took the cloak? We will need it in this battle!


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Shield recharge: 1d20 ⇒ 20 Success!
free recovery healing: 8d6 + 6 ⇒ (4, 2, 3, 2, 6, 6, 3, 1) + 6 = 33 New total 118.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Epic Staff of Unerring Pain (+3 hit/dmg spells)
(recharge 16+): When you miss with a spell that targets a single enemy, as a quick action immediately afterward, fire a magical missile that automatically hits that creature for 4d10 force damage.
Quirk: Stares intently, often at nothing.

Epic Kilt of the Mad Archmage (3 Extra Recoveries)
(Recharge 11+): When you drop one or more foes with an arcane spell attack, heal using a recovery and gain a +4 bonus to attack rolls with spells until the end of your next turn.
Quirk: Roll eyes and giggle too often for comfort.

Epic Mantle of Inviolability (+3 MD)
(Recharge 16+): When an attack against your Physical Defense hits, change that hit into a miss instead.
Quirk: Attempts stunts of toughness and daring that a person less convinced of their invulnerability might be wise enough to avoid.

Ooh, finally some awesome mage loot! Who all has attack spells and/or arcane spells? If I'm the only arcane caster, I know what I am grabbing.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

heal, 0 recovery: 8d6 + 6 ⇒ (1, 2, 6, 5, 6, 1, 1, 2) + 6 = 30 So 3/4 is 33 for 85 total hp and -1 to atk and saves.

After pulling herself together for a second, Fortuna takes advantage of the baddie-clearing done by her friends to take a shot at the remaining spider. Literally.

Magic missile dmg: 6d6 ⇒ (3, 5, 4, 5, 5, 6) = 28 autohit


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna staggers to the door, yelling at Hrarsk. "We need help!You're our only hope!"

Haste on Hrarsk. Extra standard action next turn. When escalation die is even, roll 1d20 and add escalation die. 16+ means extra standard action that turn.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

heal: 8d6 + 6 ⇒ (3, 3, 3, 1, 5, 3, 6, 5) + 6 = 35
recovery: 1d20 ⇒ 10

Is this my action for the turn?


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Do you kick one person off the island each day?


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna looks astonished as the gigantic spider shimmers from nowhere and snatches the wand from her hand with a bolo of sticky silk.

"Hey!"

Raising her empty hand, she fires several shimmering missiles.

Evoking the spell for max damage, 10d12=120.

Force Salvo, 7. 5 bolts. Targets in order (I target the same critter until I hit it, then move on to the next: Wand-stealing spider, other spider, pudding course, golem dude.
FS atk #1 vs PD: 1d20 + 4 + 8 ⇒ (4) + 4 + 8 = 16
FS atk #2 vs PD: 1d20 + 4 + 8 ⇒ (14) + 4 + 8 = 26
FS atk #3 vs PD: 1d20 + 4 + 8 ⇒ (3) + 4 + 8 = 15
FS atk #4 vs PD: 1d20 + 4 + 8 ⇒ (7) + 4 + 8 = 19
FS atk #5 vs PD: 1d20 + 4 + 8 ⇒ (6) + 4 + 8 = 18


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Utility Post

Using the order in my character description so there's no list-fiddling: wand, armor, ring, cloak, crown. stolen: 1d5 ⇒ 1 Shadow wand +1 atk/dmg is stolen.

Save vs ongoing acid dmg: 1d20 ⇒ 14

Damage: pudding rolled a 10 and my armor is 12+ resistance. 15 pts initial damage and 5 pts ongoing in the first round. 78-20=58 hp remain.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

No apologies needed. It may take us that long to decide on which direction to take.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"There's not much good stopping a giant invasion if we replace it with an eruption that destroys everything around," Fortuna argues, winded from the climb up to the deck, "I think we need to take the control room first."


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I should screw up more often.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna sways while shakily gulping from the mug.

"Not so much, no." She breathes heavily for a while, then looks up at the floating castle. "Anybody want to go up first and defend the top of the chain while the rest of us climb?" She grins and twirls her wand between her fingers.

Recovery 2/3: 8d6 + 1 ⇒ (6, 4, 1, 3, 4, 4, 4, 6) + 1 = 33


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

tgts: 1d3 + 1 ⇒ (1) + 1 = 2
atk1 vs PD: 1d20 + 4 + 8 + 1 ⇒ (19) + 4 + 8 + 1 = 32
atk2 vs PD: 1d20 + 4 + 8 + 1 ⇒ (13) + 4 + 8 + 1 = 26
lightning damage: 2d80 ⇒ (32, 36) = 68
save: 1d20 ⇒ 7

Sickened by the vrock poison, Fortuna decides to go down swinging. She staggers in the direction of the beleaguered paladin and unleashes a sizzling bolt in the direction of his enemies before she drops.

HP -9. Not sure if I get a death save this turn or not. Here it is if so.
death save: 1d20 ⇒ 17


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna drops to one knee and breathes heavily, trying to shake off the vrock's venom and basking in the glow of Hrarsk's sphere.

recovery: 8d6 + 2 ⇒ (5, 1, 6, 5, 4, 1, 6, 3) + 2 = 33

save to end poison: 1d20 ⇒ 3
save to end poison 2: 1d20 ⇒ 13


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

1d20 ⇒ 8

Fortuna ducks the vrock attack and tries to spin away from the foetid wings and claws, but can't get out of range of the foul fowl. She draws her short sword from long habit, but wields her smoky wand instead.

"Feel the fury of Fortuna's Forceful Flying Fiend Fender!" she yells as a smoke ring erupts from the end of the wand, fiery light playing inside the clouds as it expands to envelop both her attackers. A weird shimmer plays across the center of the ring, seeming to damage the vrock as it slides along their bodies.

Move: disengage(fail). Std: cast Denial. If vrock AoO hits either AC or PD, Shield spell comes into play automatically.

affected: 1d4 ⇒ 4
atk Yellow MD: 1d20 + 4 + 8 + 1 ⇒ (18) + 4 + 8 + 1 = 31
atk Green MD: 1d20 + 4 + 8 + 1 ⇒ (10) + 4 + 8 + 1 = 23
psychic damage: 3d4 ⇒ (3, 4, 1) = 8 x 10 = 80 pts psychic damage

If hit, target is damaged and hampered until end of Fortuna's next turn. If miss, half damage (40). Plus any special GM bonuses from using the Polysyllabic invocation :).


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I'm just curious as to what PR meant about migrating the abilities. Can the staff abilities go into the mug and the mug's shield into the staff?

I'm pretty much toast when engaging in melee without some sort of help. I can prep protective spells for myself but have been using the slots for boomy spells since we generally need to take down baddie HP fast. But if I can't use the staff for shield without giving up the wand, there's no concern - I want the +1 from the wand since my rolling is teh sux.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

It always scares me when GM's get creative...


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I was holding off to see if Bethany wants the staff or mug (whatever is happening with the magic there). I'd much rather have that, but will take the crown if she wants it.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Hrarsk: Epic Stonegiant Hide Armor (+3 AC) - The Magic bonus applies to Physical Defense As well. (Doesn't stack with cloak)

Khel: Epic kilt of Vitality (Increase your recoveries by 3)
Whenever you take ongoing damage, roll an immediate save to end the effect without taking damage first.

? Epic Crown of the Mighty Strike (+3 MD)
Recharge 16+: If the escalation die is 3+, use your next daily attack power this battle as a quick action.

Bethany? I couldn't tell what was going on with the mug discussion or what the end result was. Epic Staff of the Diffident Magician (Attack and damage with an arcane or divine spell or attack +3)
(Recharge 6+)The first time an enemy engages you, make an opportunity attack against that enemy. On a hit, you deal +4d10 damage and daze the foe until the end of its turn.

Hrarsk? Epic Incomparable Axe of Wyrm Chopping (+3)
Whenever you attack a dragon with the axe, you deal +40 damage, hit or miss.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Have we decided on goodies? I'd like to know before we need them!


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"May as well soften them up some." Fortuna remains discreetly behind the two tough fighters but points her wand at the giant they are approaching, unleashing a ball of smoke that grows and grows until it envelops the group at the base of one chain in a flash of roiling orange and black.

Cast fireball.

opponents: 1d3 ⇒ 2

Atk giant vs PD: 1d20 + 4 + 8 + 1 ⇒ (8) + 4 + 8 + 1 = 21
Atk orc vs PD: 1d20 + 4 + 8 + 1 ⇒ (4) + 4 + 8 + 1 = 17

fire dmg/miss half: 10d10 ⇒ (7, 6, 9, 8, 7, 9, 2, 9, 5, 6) = 68


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

If it's fireproof, it's definitely meant for Hrarsk.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

My only interests are the staff and kilt; everything else would be put to better use elsewhere. I assume the staff would supplant the Shadow Wand?

In all honesty, the items would be more effective in other hands.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Fortuna picks herself up and dusts off, then surveys her companions, smoking slightly. Her hair stands nearly straight out, blue sparks dancing between the strands. "Is it really you this time?" She winces at their condition. "It must be. The others didn't talk or smolder or bleed like you guys."

She perches on a nearby rock as the others catch their breath, trying to pat her hair back into place while the blue sparks crackle around her hands. "Well, way back near the entrance... somewhere, I'm not sure... I was trying to decipher the inscription on an interesting plinth while you guys were droning on about which direction to go. I suddenly noticed it was really quiet, mostly because you had disappeared. I looked down one of the hallways and saw you vanishing around a corner. I ran after, but you wouldn't stop and I was afraid to call out. I thought it was weird that you kept going without debating directions, but you all disappeared after a couple of minutes, and I realized I was totally lost. I wandered around for a long time, mostly avoiding anything nasty, until the floor dropped out from beneath me and I fell... right onto a table that three giants were sitting at! They thought it was a good joke to have dinner delivered, until I hit them with a few magic missiles. The one I hit first - and hardest - he got a little angry and picked me right up, then threw me straight at the stone wall!"

She gestures to her smoky companion. "I think he did something, because a smoke-rimmed hole opened. Instead of getting my skull crushed against the wall, I flew through. One guy hit me with lightning as I did, and the other jumped in after me. You saw the rest. Good thing the rest weren't smart enough to follow. I still don't know what I saw when was following you. Might have been a magical trap of some kind. Luckily, the real big bads can't follow me here if Smoky closed the portal. It looks like you've had enough trouble as it is. Where are we? Do you know what's going on? I'm sure glad to see you again, in the flesh. However battered that might be."

Her hazy familiar floats directly before her, arms folded. "Fine," she grumbles, "I guess you can be helpful. Rarely, but it does happen." A crescent of white appears in its hazy form of a face.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Thank you and let me know. Please don't die.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

I am terribly sorry for the lengthy delay and don't know where/how to jump back in (or if you will allow me to, Rob). I have been following for a bit trying to catch it between combat, but have missed the chance to jump in then.

I'm so sorry for leaving you in the lurch and in such bad shape.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"I, um, I think going home should be an option, too. No reason to take that off the table," Fortuna replies, nowhere near as optimistic as the bard.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Good job, guys! Thanks for wrangling Fortuna for me, Rob, and sorry about the absence. I have a couple of things to wrap up this weekend and then should be able to keep on top of pbps.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

recovery: 6d6 + 1 ⇒ (6, 6, 3, 1, 3, 1) + 1 = 21 So that's 10 or 11 points for half a recovery and she's at -1 for atk/dmg - offsets wand.

Will use Bethany's disengage.

hold monster: 1d20 + 6 + 4 + 1 - 1 ⇒ (3) + 6 + 4 + 1 - 1 = 13

Don't have access to my book, so I am not sure about Hold Monster, but I think it will work on the injured FG at the end of the bridge near Bethany and Fortuna.

Fortuna staggers to her feet and away from the threatening Frost Giant in a drunkard's walk, then points her wand at it and tries to freeze it in its tracks.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Death save: 1d20 ⇒ 12


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Mrgh.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Do I have to take advantage of Hrask's heals this round, or can I hold off until needed/wanted?


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"Gleep!" says Fortuna, firing a smoking streak of light from the end of her wand.

No recoveries left for Fortuna. Lightning bolt specifies group or rough line, so I was going to go after the group of enemies at the end of the bridge. If you want line, there's one with the giant on the left and the biggie in the back.

tgts: 1d3 + 1 ⇒ (1) + 1 = 2
vs Red Fred PD: 1d20 + 4 + 6 + 1 ⇒ (13) + 4 + 6 + 1 = 24
vs Blue Lou or cyclops PD: 1d20 + 4 + 6 + 1 ⇒ (19) + 4 + 6 + 1 = 30
dmg, miss half: 10d10 + 1 ⇒ (7, 6, 6, 4, 10, 7, 8, 4, 7, 8) + 1 = 68
Both attack rolls are even, so there's 10 electrical ongoing if they hit.

"'Scuse me," Fortuna mutters to Bethany as she pushes past towards the solid ground at the far end of the bridge, "The other end is kinda jammed."


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

New keyboard tomorrow. Will resume posting then.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

Does the frost giant body look like it dropped where it died, or is it laid out in state? And do the secret doors reveal that tiny bunk room to the south of the large pillared hall? Just curious/trying to get the lay of the land.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"I'm sure it will be a breeze," the wizard grumbles, "Are any more of these guys going to chat with us?" She looks around at the other skulls and plaques.


Wizard 8 Init +8; HP 93/140; AC 21 (20+1) PD 22 (20+2) MD 23 (20+3); Recoveries 1/6, RD 8d6+6; Resistance 12+ vs atks to PD/MD, atk/svs at -1 until next recovery Str +1 Dex +2 Con +2 Int+4 Wis +0 Cha +0

"Well, this is a touching tribute," Fortuna mutters, "Nice motif." She makes no move to approach the pedestals.

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