Vampire

Zees's page

260 posts. Alias of Chris Shannon 719.


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Male Human - Varisian Wizard 1 - Universalist
Dyrant Maynor, the Pre-Sainted wrote:

Dyrant holds the first book up and reads the title aloud.

"Wizards and Sorcerers. Seekers of knowledge or conduits of the arcane?, by Zurisatro "Zees" Mandurkin." Dyrant stares at the book for a moment. "I'll read this one last. Not likely to be much intelligent meat therein."

What a bunch of claptrap this is likely to be.

Dyrant debates just throwing the book in the fire, but instead just puts it aside.

And that wound had almost scarred over.


Male Human - Varisian Wizard 1 - Universalist

Life is too crazy right now for more of an explanation, but I am leaving this campaign. I've been planning to leave for a while and was waiting for an appropriate break in the action. Good luck to you all.


Male Human - Varisian Wizard 1 - Universalist

With everyone returned to town, Zees gathers his few items and walks away in the night.

This town is doomed. Hopefully, more will realize it and save themselves. Maybe I can learn enought elsewhere to return and really help. Maybe I'll die on the roads.


Male Human - Varisian Wizard 1 - Universalist

The plan worked?

Zees waits for the quasit to be dealt with. Delay until there is something else to deal with.


Male Human - Varisian Wizard 1 - Universalist

Zees watches the struggle in the other room and glances over at the water.

I sure hope nothing hops out of there.


Male Human - Varisian Wizard 1 - Universalist
Dyrant Maynor, the Pre-Sainted wrote:
GM_Chris wrote:
Two members of this party have now killed one of my PC's. Are you next Dyrant?

Zees, I also hope you die. Let's make it 3 in one month.

You're welcome.

Love,

Kast

How could I forget? Yes! Things must come in 3!


Male Human - Varisian Wizard 1 - Universalist

It appears Zees will at least have line of effect to the quasit.

status:

HP 2/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object, color spray. Magic missle this round.
Hand of the apprentice used: 3

Zees catches a glimpse of the quasit and casts his last real spell, sending a magic missle that pierces the creature's resistances.

1d20 + 2 + 5 + 2 ⇒ (20) + 2 + 5 + 2 = 29 - SR check
1d4 + 1 ⇒ (3) + 1 = 4 - damage


Male Human - Varisian Wizard 1 - Universalist
robin wrote:
Malcolm , if you pinpoint the quasit for Kast , you'll be in range of the channel ...

Unless the quasit is different, channel is 30' and detect evil is 60'.


Male Human - Varisian Wizard 1 - Universalist

Zees would be about 10' behind Kast. Make it AP26.


Male Human - Varisian Wizard 1 - Universalist

Zees tucks away the journal, pulls out his cold iron dagger and follows Kast out of the room.

"Perhaps Gandethus will have some solutions for us or Dorin can inquire at the church. Even Gar might know some people in the construction trade who could tell us how to collapse this room and make it unusable."

"For now though. We need healing and greater magics, armor, and weapons. We should at least be able to receive the healing in town."


Male Human - Varisian Wizard 1 - Universalist

Zees limps over to the water.
1d20 + 9 ⇒ (13) + 9 = 22 knowledge arcana

"Bashing it sounds good Kast. I wouldn't touch it directly though."

Zees takes a seat and continues to look through the journal while those with some strength deal with the item.


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
"Malcolm," Dorin asked, "didn't the sinspawn come from that pool? It might be a summoning pool. Wouldn't it be a good idea to destroy it? Keep other demon-creatures from being summoned? What do you think, Zees?"

"Um. Sure." Not that it'll make a difference. This whole town is doomed.


Male Human - Varisian Wizard 1 - Universalist

Zees casts detect magic and scans the room.

Anything in the pouches?


Male Human - Varisian Wizard 1 - Universalist

Zees jumps between Dorin and Ameiko to be the recipient of one of the heavenly fires. I don't think Zees has had one today.

After clubbing one creature repeatedly, Zees will look around the room. When he notices the journal, he'll examine it and read it if possible. Maybe there will be some clues to this madness here. None of this makes any sense yet.


Male Human - Varisian Wizard 1 - Universalist

Are we on round 8 still? Has the quasit done anything notable or is it long gone? Do we need to remain in rounds or can we just finish off the creatures, loot the bodies, and drag ourselves and Ameiko back to town?


Male Human - Varisian Wizard 1 - Universalist

Round 8

Not believing he has any chance of locating or hitting the quasit, Zees will go over to C1 and begin to club it.

1d20 + 1 - 1 ⇒ (1) + 1 - 1 = 1
1d6 - 1 ⇒ (1) - 1 = 0

Zees would sit down and cry, but realizes his chances of effectively using the club would be even worse. He starts to look around for a new mighty club.


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
(P.S. You wanna add an attack roll with Bless on that, Zees? :) )

Failed the miss chance. No point.


Male Human - Varisian Wizard 1 - Universalist

Round 7

status:
HP 2/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object, color spray.
Hand of the apprentice used: 3

Zees takes a 5' step back from the Hyena to AP26 and tries to send his mighty club through the quasit's space.

1d100 ⇒ 2 Look out Dorin!


Male Human - Varisian Wizard 1 - Universalist

Round 6

1d20 + 3 ⇒ (2) + 3 = 5 will save fail - HP=9/16
1d20 + 6 ⇒ (13) + 6 = 19
1d6 - 1 ⇒ (2) - 1 = 1

Zees flings his mighty club at the quasit for a less than mighty point of damage.


Male Human - Varisian Wizard 1 - Universalist
robin wrote:
forgot to say that as C1 and C2 are out of the battle it is Zees'time

Ooops. Somehow missed this one.

Round 5

status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object, color spray.
Hand of the apprentice used: 2

Zees takes a 5' step back to AQ27 and aims for the space where Dorin's dancing lights are and hopes his mighty club will somehow hit something.

1d100 ⇒ 15 - High good. This roll bad.


Male Human - Varisian Wizard 1 - Universalist

Round 4

Zees moves up to AP28 the long way to avoid the AoO and casts color spray (DC 16 will) defensively to the southwest. This should get the quasit based on the dancing lights.
It gets C1 and C2, but I'm guessing they're immune.
1d20 + 9 ⇒ (14) + 9 = 23

So familiar. Look there's a hyena to rip me apart again. Maybe my mighty club will stop it.


Male Human - Varisian Wizard 1 - Universalist

Round 3

Zees sends his mighty club at C1.

There must be an anti-magic field here.

1d20 + 5 + 2 - 4 ⇒ (1) + 5 + 2 - 4 = 4


Male Human - Varisian Wizard 1 - Universalist

Round 2, Init 8

status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object

Zees tries to send his club at C2, but is closer to hitting Malcolm then the creature.

Zees then steps 5' to AO24 and pulls out a scroll of magic missle.

1d20 + 6 - 8 ⇒ (7) + 6 - 8 = 5 (-4 cover, -4 melee)


Male Human - Varisian Wizard 1 - Universalist

I'm unclear. Is the quasit visible or is the location just known due to the detect spell.


Male Human - Varisian Wizard 1 - Universalist

Round 1, Init 8

Status:
HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object

Zees moves up into the doorway next to Danaris at AN23 while pulling out his club. He uses hand of the mage to try and hit C1, but is unsuccessful.

1d20 + 5 + 1 - 4 + 1 ⇒ (4) + 5 + 1 - 4 + 1 = 7 (INT, BAB, Cover, Bless)


Male Human - Varisian Wizard 1 - Universalist

Zees would likely be in front of the statue at AO21.


Male Human - Varisian Wizard 1 - Universalist

Zees looks away from the statue to the condition of Ameiko and the evil that must lurk within. He imagines himself a mighty wizard with numerous powerful spells and magical items at his command. Surely, he could easily deal with the evil and save Ameiko.

Reality quickly returns as he remembers he has only a magic missle and color spray left. Those, and his mighty club.


Male Human - Varisian Wizard 1 - Universalist

Zees never makes it past the woman with wings. He's read of such things, but to actually see it before him. 1d20 + 9 ⇒ (17) + 9 = 26 (Knowledge ???)

However, once Kast opens the door and reveals the horrors there, Zees is brought back to his senses. He grips his mighty club tightly and waits for things to explode.


Male Human - Varisian Wizard 1 - Universalist

Zees glances down at his mighty club, the dead creature, back up at Kast, back to his mighty club."I thought we made a good team."


Male Human - Varisian Wizard 1 - Universalist

Convinced that the creature will not rise again, Zees stands up and allows his brain to start processing again.

"Malcolm. Gar. I'm glad you're safe. I brought weapons. A longsword and a shortsword. Uh. I didn't think of armor...or clothes...?"

Looking over his own singed and bloody body (5/16 HP). "Can I have some help here? After that, I'm ready to continue our search."


Male Human - Varisian Wizard 1 - Universalist

Status:

HP 5/16
AC 16 (mage armor) 18 vs. evil with prot. from evil
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object

Zees takes his mighty surely magical club and bashes its head in.

"Destroy my town will you?"
1d6 - 1 ⇒ (1) - 1 = 0 = 1
1d6 - 1 ⇒ (2) - 1 = 1

Adrenaline is wearing off. Repeat as necessary.

"Capture my friends?"
1d6 - 1 ⇒ (4) - 1 = 3
1d6 - 1 ⇒ (4) - 1 = 3

"Threaten me?"
1d6 - 1 ⇒ (1) - 1 = 0 = 1
1d6 - 1 ⇒ (6) - 1 = 5

"Never again."
1d6 - 1 ⇒ (6) - 1 = 5
1d6 - 1 ⇒ (3) - 1 = 2
There we go. That should exceed his CON.

Zees flops to the ground and watches the creature carefully to make sure its wounds are not closing.


Male Human - Varisian Wizard 1 - Universalist
robin wrote:

Round 5

Gar and Zees both succeed in putting the hurt to the creature , the others not so much ..
Except of course Dorin which spark cause 1d6 damage to C1 but also 1 hp to Kast and Zees ...

C2 tries to flee provoking AoO from Zees and if Zees does not succeed then another from Dorin ( ending in Z17 if successful )

Round 6
C1 : 17 ( 25 hp taken )
Danaris 15
Zees 10
Kast
Dorin 7
Gar
C2 6 (24 hp taken)
Malcolm ( out )

My view is not updating unless I'm in reply mode, so I'll post Robin's edited version here.

The mighty Zees swings at the fleeing creature with his club.

1d20 + 2 ⇒ (16) + 2 = 18
1d6 - 1 ⇒ (5) - 1 = 4


Male Human - Varisian Wizard 1 - Universalist

Robin is saying that the creature was at 0 and concious, so Danaris can't coup de grace. The creature isn't going to get to flee in reaction to Danaris, but Danaris will have to hit it with his attack. At least there's the +4 for prone. Good luck Danaris.


Male Human - Varisian Wizard 1 - Universalist

Round 5, Init 10

status:
HP 6/16 EDIT: from 5 to 6, forgot the channel
AC 16 (mage armor) 18 vs. evil with prot. from evil
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object

Zees finds himself holding a club and a flask of oil and standing toe to toe with the creature. This is definitely not recommended in any book I've read.

Seeing Kast move to one side of the creature, Zees recalls how that "flank" thing is supposed to work and takes a 5' step to Y6. Kast swings, but misses. Zees follows suit and swings with his club, surprised when it actually seems to damage the creature. No. Definitely not supposed to be right here.

1d20 + 2 ⇒ (17) + 2 = 19 - (-1 STR, +1 BAB, +2 flank)
1d6 - 1 ⇒ (4) - 1 = 3


Male Human - Varisian Wizard 1 - Universalist

Round 4, Init 10

status:

HP 5/16
AC 16 (mage armor) 18 vs. evil with prot. from evil
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream

Zees is glad to see help arriving and hopes it isn't too late. He tries to cast an ear-piercing scream using his ring, but the threat of the creature is too much for him and his hands will not cooperate.

1d20 + 2 + 5 + 2 ⇒ (7) + 2 + 5 + 2 = 16 - Concentration DC 17
1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 - SR


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:

In the prison cells area....

Can we please move away from the sinspawn so I can throw some oil flasks and ignite them without one of the good guys being within splash range? :)

I don't think they're going to cooperate with that plan. Just take your chances. Besides, I expect to be a bloody corpse next round.


Male Human - Varisian Wizard 1 - Universalist

Fort Save = 1d20 + 2 ⇒ (12) + 2 = 14


Male Human - Varisian Wizard 1 - Universalist

Round 3, Init 10

status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream (this round)

Zees tries to climb down to Y7, but falls. From prone he casts an ear-piercing scream at the creature attacking Malcolm, hoping it will daze him. (DC=17 FORT to negate daze and 1/2 damage)

1d20 ⇒ 6 - climb
1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 - caster level check for SR with spell penetration
1d6 ⇒ 1 - damage


Male Human - Varisian Wizard 1 - Universalist

The idea of preventing the second one from coming upstairs worked too well. Sorry Malcolm.

Round 2, Init 10

status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear Piercing Scream
Spells used: Grease

Waiting to see what Danaris and Kast are up to.


Male Human - Varisian Wizard 1 - Universalist

(The three squares and a wall square being AA/AB,8/9).


Male Human - Varisian Wizard 1 - Universalist

Round 1, Init 10

Status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear Piercing Scream

Zees is relieved when the battle begins with opponents he can see. He greases the area under the first creatures in front of Kast. (The three squares and a wall square being AA/AB,8/8). DC 18 Reflex save for creature.

Zees then pulls out his club as he moves foward to Y,10.


Male Human - Varisian Wizard 1 - Universalist

Onward and forward. We'll check each intersection, but are headed straight for the cells was my understanding.


Male Human - Varisian Wizard 1 - Universalist

After Kast, I'm guessing Danaris who might see some melee, Dorin with ranged spells, and then me. As to the light, I'd guess Kast, but will let others answer.


Male Human - Varisian Wizard 1 - Universalist
Kast Phaer wrote:
We'll see what people think. I could be wrong. ;)

You are wrong in so many ways, but it looks like a split decision at this point.


Male Human - Varisian Wizard 1 - Universalist

@ Robin. I'm still confused as to distances. How far away are the prison cells we suspect Malcolm and Gar to be in? It seems like it was a short distance beyond the broken wall, but I could be wrong. How many minutes will the invisibilty spell last?

@ the party. Of course, the problem with invisiblity is the inability to see and coordinate with each other. Oh well. It was an idea.


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
Zees, I appreciate the duplication with Daze and Spark, but for your first-level spells do you have Glitterdust at all?

No. That's 2nd level.


Male Human - Varisian Wizard 1 - Universalist

Lots of brainstorming here. Just throwing things out.

So we have mage armor, maybe protection from evil, and 3 invisibility. My opinion would be either Dorin or I farther back not affecting the stealth and coming in with ranged spells. Alternatively, we keep Danaris and the healing back in reserve.

I'm guessing we won't be able to sneak all the way in, but we will have to kill some guards first. Alternatively, we'll make it all the way and can pass weapons to the prisoners, but I'm not sure how we get them out of the cells without attracting attention. It might be the guards have to be killed to get the keys.

We're still lacking a lot of consumable healing, but Danaris got two "potions of cure"--I'm guessing cure light wounds.


Male Human - Varisian Wizard 1 - Universalist

Zees has been updated to level 2. For our rescue mission I'm open to opinions, but am thinking:

Cantrips - (4 per day)
- Daze (DC 15 Will) (affects quasit, sinspawn immune)
- Flare (DC 15 FORT) (affects quasit, sinspawn have SR)
- Spark (for lighting oil)
- Ray of Frost (sinspawn have SR, quasit immune)

1st Level (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT) (affects quasit, sinspawn immune)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo) (affects sinspawn, flying quasit probably immune)
- Magic Missle - (affects quasit, sinspawn have SR)
- Ear Piercing Scream (affects quasit, sinspawn have SR)

I'm at a medium load, 20' speed, carrying a longsword and shortsword for Malcolm and Gar.


Male Human - Varisian Wizard 1 - Universalist
Kast Phaer wrote:
I don't think Sorc/Mages need to take Mage Armor until lvl 2 or 3 anyway.

I typically agree with you, but then you drop something like this. Oh well, it just reminds me you're human.


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
(Save your gold pieces and get flasks of oil instead of Alchemists Fire. Dorin has Spark now, so he can ignite an oiled target up to 30 feet away with a word and a gesture. Or light a torch before battle and toss it at the oiled-splattered area.)

I'll do both and buy 5 flasks of oil. You might not always be available to ignite the oil.

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