Goblin Plush

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174 posts (203 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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The fire damage from a flaming sword doesn't multiply as it is damage dice above the weapons normal capacity. The one point of fire damage from a torch is flat damage, not a die, and is normal. Would it multiply on a critical? With similar logic if I used a metal torch and the sorching weapons feat, now dealing two points of fire damage, would both multiply or just the first?


Going back the way you came you pass a stone spiral staircase. You can hear echoes of armored footsteps from above.


Dio whines and paws at her nose


Hallway is empty. The foe is gone


The room has but the one door. It is a music room with tiers of platforms for chairs and music stands. The back wall had shelves containing old instruments. Four corpses lie outside the door. They are wearing chain maile but have no weapons or shields.


It is magic. It is also in very poor condition.


The two remaining zombies are killed off.

Joshua's drum glows for a moment.


You grab the drum and it seems to go lifeless

Devon flats a large slice off off a zombie with little effect.


John and Bankanor down a zombie together.

A second takes its places and swings at john with powerful arms. John blocks the slow attack but notes that it was quite forceful.

A drum levitates off off the back shelves and floats towards Joshua.


The zombies move upon John failing at him futility.


John makes it hard to get a clear shot. But upon your arrow whizzing past his head he makes a full withdrawal. John sees him push through the surging zombies.


He staggers back with that hit. You see four more undead moving towards you. Ten feet away. They move slowly and choppily.

The one you struck takes a defensive stance.


It is light in the room. The thing is just out side the door after taking a 5 foot step.


In combat take a round every day. Try to stay in initiative, but after 9 pm anything is fair as the bad guys will take their round every night


Yes.


The instruments on the back shelves begin to shudder with life.


Your opponent slashes atjohn with blade and at devon with claw. Unsuccessful, he steps back out of the doorway.


Bankanor Dordukan wrote:
How am I engaged, does it have reach? I am using a reach weapon so I'm not adjacent to it after my attack. Either way I risk the AoO to move and light the lamp

Damn you do have reach. You do not get attacked.


Bankanor Dordukan wrote:

I will assume my attack was adjudicated as ineffective

"Well this is rather unfortunate" Bankanor grumbles in response to the darkness.

With the light out, Bankanor takes a few steps back towards the chair Kimble's lantern was on, touches the lantern and casts the light spell.

You are engaged. Do you move cautiously and take two rounds or risk an AoO and light up the lamp this round?


The lantern blows out.


Joshua Tansden wrote:
Joshua examines the doll at his feet.

A very worn once masterwork puppet with articulated fingers. Made of wood and canvas with a hole in the back for manipulation.


Uriel, you hear more things shuffling down the hall


Fav enemy is +2. A 20 hits. You sink an arrow into his shoulder for 4 damage.


John, the creature swings his blade with both hands, cleaving into your sheild. Your sheild is reduced to 12 out of 25 hp giving it the broken condition. He snaps his teeth at devon.


Devon Pruitt wrote:

As the figure crosses through the doorway Devon swings. He steps to keep it between him and Bankanor.

** spoiler omitted **

[dice=attack]1d20+7
[dice=damage]1d8+11

** spoiler omitted **

Your slash meets mail


It steps across the threshold to attack. Readied actions go off.


Cause he smells bad


If you got less than 20 on your fortitude save you are sickened and your character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Your axe pings off his helmet. If you wished to goad him, you succeeded.


Take your round as well you are in combat john


The music stops and the puppet falls, lifelessly, out of the chair.


Joshua Tansden wrote:

[dice=Fortitude Save]1d20+2 +4 vs. Bardic Performance, sonic, and language-dependent effects

[dice=Perception Check]1d20+9
[dice=Will Save]1d20+5 +4 vs. Bardic Performance, sonic, and language-dependent effects
Joshua will try to make the puppet stop playing.
"Hey! Stop that!"
What does he needs to roll.

Diplomacy or intimidate.


Your axe strikes metal with a loud clang.

The music continues. The footsteps approach. Everyone with I n ten feet of the doorway must make a fortitude save of 20 or be sickened.

An armored figure steps into the door way, Its claw hands highly gripping a cruel bastard sword. His Valsgarde helmet and breast plate are blackened iron trimmed in brass. The pale skin of his face is pulled tight, drawing his thin black lips away from his sharp blood stained yellow teeth.
He does not cross the threshold of the door, but his blade does.

He cleaves through several layers of John's hide armor but does not draw blood.

In addition to your readied actions, full round turns, and fortitude saves please also make perception checks and will saves


A figure moves in the darkness. The footsteps cease. A spear is hurled at john from beyond the reach of light. John blocks it with a swipe of his shield.

Currently only Kimble's lantern provides light, and it only reaches ten feet into the hall. order of initiative begins.


Joshua: the puppet does not appear mechanical or alive, though is is quite animated. make a concentration check to continue playing. Detect magic has overloaded your senses. Everything is magic. You are dazzled.


The noise is coming towards you down the hall. Who is in the room, and those in the hallway are in what order facing the echoing sound of armored footsteps?

As you roll initiative state what action you take in preparation of an encounter. Note that the only source of light is Kimble's lantern which is barely illuminating the hallway.

Vrexis, you smell carrion coming.

Dio bristles.

Kimble sets his lantern on a chair in the center of the room, draws his bastard sword, and holding it with two hands takes a low guard in the ba k of the room.


The strings scream as he plays faster with forte.

A slow beat echoes in from down the halls. A rhythmic thud of steel on stone.


The song picks up speed and grows founder when Joshua joins in. It is eerie to say the least. The music echoes down the halls.

Kimble steps forward with his lantern to better illuminate the room. The light reflects off the glass eyes of the musician. The once bright paints have faded and peeled away from the carved wooden face. The puppet's head slowly pivots to face his audience.


The smell of carrion is heavy in the halls. None directly in this room.

There appear to be no other creatures in this room.


You follow the music down the hall. A left turn and a right turn passing several doors. The door from which the music emanates is a small square wooden door. There is no lock. The door swings open. Kimble's lantern casts long shadows across the room. The room is stepped down;the center of the room being three steps lower small wooden chairs line the steps, all facing the center of the room. The east wall is set with shelves holding dusty instruments.

In the back corner of the room a small figure sits in the shadows playing a soft slow dirge.


It is supernatural music


Devon Pruitt wrote:
"Well Joshua? Any idea which way or how far?"

Down the hall and to the right


Have the players lost interest?


Runs the o your right. Two doors on the west side and the north side ends in a T-junction with halls to the east and west. Faint violin music is now audible.


Hallway


Dio's nose seems confused, but her ears do pick something up.

Kimble pulls out an ear trumpet and presses it to the door.


The door to the north seems to be cold and drafty. A bit of snow even.


By activating your boots you are successful in backfliping to safety. Well done


You do not have time to make that jump. The large ooze is now attempting to engulf you. you have 3 options:(unless you have a immediate action you could perform)

A) make an attack of opportunity
B) make a reflex save to roll into the pit
C) hastily make a blind backflip at a negative with an acrobatics check.


Devon please give me 3 d20 rolls

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