Vulture

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Organized Play Member. 14,180 posts (26,412 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 45 aliases.


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Your roll was not sufficient.

to hit: 1d20 ⇒ 5 damage: 1d6 + 16 ⇒ (5) + 16 = 21 miss
to hit: 1d20 ⇒ 19 damage: 1d6 + 16 ⇒ (2) + 16 = 18 hit
to hit: 1d20 ⇒ 7 damage: 1d6 + 16 ⇒ (2) + 16 = 18 miss

Rest are up, there is a space down there now.


Markcus drops #2 and tags 3 once.

Taedos, I need an acrobatics check for you to do that without provoking from all three who remain.


He cannot currently see the targets, and I don't think there's a place to go until Marckus clears the way.


They are aquatic, cold, monstrous humanoids. They have cold based breath weapon, and do cold damage on bite attacks. They have no special defenses.

As Marckus us the only target, they lay into him.

4x claw, claw, bite, power attack, shaken
to hit: 1d20 ⇒ 10 damage: 1d4 + 16 ⇒ (4) + 16 = 20 miss
to hit: 1d20 ⇒ 10 damage: 1d4 + 16 ⇒ (1) + 16 = 17 miss
to hit: 1d20 ⇒ 8 damage: 1d6 + 16 ⇒ (3) + 16 = 19 cold: 1d6 ⇒ 4 miss

to hit: 1d20 ⇒ 17 damage: 1d4 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 2 damage: 1d4 + 16 ⇒ (2) + 16 = 18 miss
to hit: 1d20 ⇒ 16 damage: 1d6 + 16 ⇒ (3) + 16 = 19 cold: 1d6 ⇒ 1 miss

to hit: 1d20 ⇒ 1 damage: 1d4 + 16 ⇒ (4) + 16 = 20 miss
to hit: 1d20 ⇒ 20 damage: 1d4 + 16 ⇒ (2) + 16 = 18 hit
to hit: 1d20 ⇒ 5 damage: 1d6 + 16 ⇒ (6) + 16 = 22 cold: 1d6 ⇒ 4 miss

to hit: 1d20 ⇒ 17 damage: 1d4 + 16 ⇒ (2) + 16 = 18 hit
to hit: 1d20 ⇒ 19 damage: 1d4 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 17 damage: 1d6 + 16 ⇒ (2) + 16 = 18 cold: 1d6 ⇒ 4 hit

confirm: 1d20 ⇒ 9 damage: 1d4 + 16 ⇒ (4) + 16 = 20 fail

PCs are up.


On vacation currently. While I have a computer with me, I don't have a computer with hero lab on it. Hence being a lazy GM I don't have baddie stats and thus you get to wait till I do (Sunday I'll be back).


Sorry, no death from fear, but they all do crap themselves.


You don't notice any traps so you head down into the hole. It leads into a roughly hewn stone chamber.

The walls of this stone chamber area are pitted and filled with holes from which bits of slime slowly trickle, seemingly frozen in mid-drip. Stone double-doors dominate the southern wall, and the eastern wall is split between a makeshift door in a mud- carved corridor and an alcove with a fungus-vine ladder hanging from the ceiling above.

There are four critters in here.

Armored in dense, bony plates, this four-armed creature drools wretched strings of black bile from its fanged maw. They wear crude armor and rush to attack.

At this point only Marckus is down the hole, and sees all this.

time for init.

init: 1d20 + 4 ⇒ (7) + 4 = 11


Everyone even your blind as a bat archer notices a slight depression in the mud which seems curious. You scooch the mire out of the way and find a hatch going down.


This a tower where apparently most of the floors were long ago buried in the omnipresent mud.

You can poke around with those perception checks if you like.


No loot, it's just a big mindless bug.


Actually that is sufficient, it dies.


4 hits. Still squeaking by being up. Waiting on Ulthar.


OK, I'm still stuck with issues from my dryer trying to burn down my house. With my primary PC for pbp games having also croaked on me (with all my files for campaigns with it).

As I've been a lousy GM of late, I'm going to pull the plug instead of stringing people along anymore. Sorry about that. I hate to abandon campaigns, but I just can't do a satisfactory job right now. I particularly hate to do it for a WotR game since they never seem to finish and I hate joining the club of GMs who bail on it, but I really can't keep on it right now.

It's been fun playing with you all.


OK, I'm still stuck with issues from my dryer trying to burn down my house. With my primary PC for pbp games having also croaked on me (with all my files for campaigns with it).

As I've been a lousy GM of late, I'm going to pull the plug instead of stringing people along anymore. Sorry about that. I hate to abandon campaigns, but I just can't do a satisfactory job right now.

It's been fun playing with you all.


Still up, but looks rather ragged.


It takes all that, and continues to attack Marckus.

to hit: 1d20 ⇒ 2 damage: 3d8 + 16 ⇒ (1, 2, 8) + 16 = 27 but misses

PCs are up.


Lucian is up. I'm kind of waiting for people to go rather than passing on them.


You recognize it as a muck lion, but mostly just realize you were sleeping in class the day it was covered.

N huge vermin, elemental


Sufficient as it's just a first level spell.

Thus the spectre strikes at him for causing pain.

to hit: 1d20 ⇒ 13 damage: 1d8 ⇒ 7 +2 negative levels DC 16 fort or it is permanent

PCs are up.


Actually should have been acrobatics, but you're even better at that, so you ease on down the slippery slope to the bottom. Then a huge creature buried in the mud attack you (what a shock!).

to hit: 1d20 ⇒ 20 damage: 3d8 + 16 ⇒ (3, 8, 5) + 16 = 32 hit

confirm: 1d20 ⇒ 16 damage: 3d8 + 16 ⇒ (5, 4, 5) + 16 = 30 yes

PCs are up.


Kevin hits twice, but with half damage. Spectre is still up.

Tanrov also nails it, but again for 1/2 damage, so it still remains animate.

The missiles streak into the target which howls as spectres like to do.

Uelarik, there's really no place to back away, so do you want to cast defensively?

Front Spectre attacks Kevin again.

to hit[: 1d20 ⇒ 11 damage: 1d8 ⇒ 4 miss

Will resolve back one when I hear from Uelarik (as it changes it a lot).


Ok, after some prep, you ease down into the pit to check out what lies at the bottom. I'll need a climb check.


So Marckus, you're bait?


It immolated just fine on it's own. No killing needed.

Two specters emerge from the walls and attack before you can react.

on Kevin
incorporeal touch attack
to hit: 1d20 ⇒ 18 damage: 1d8 ⇒ 6 + level drain 2 hit

On Healbot
incorporeal touch attack
to hit: 1d20 ⇒ 14 damage: 1d8 ⇒ 3 + level drain 2 hit

DC 16 fort save or drain is permanent.


OK, I guess that's the plan (sorry about the delay, my dryer tried to burn my house down- all is OK enough).

As you head into the room incorporeal figures step out of the wall and move to attack.

init: 1d20 + 9 ⇒ (18) + 9 = 27


It is buried in mud, so the digging shouldn't be too hard -dirty, but not all that hard.

Yes, the insurance is all over it. The cleaning process will be about 4 weeks.


You think the silver stuff might be biological and attached to something buried.

(sorry about the delay, but my dryer caught on fire Monday night and smoked me out of my house, still dealing with that mess).


Rubani misses, Bahari hits once.

Baddie clerci channels to harm again.

owie: 3d6 ⇒ (3, 3, 2) = 8 DC 16 will for 1/2 for rubani, Lucian and Bahari.

3 attacks Hindi

to hit: 1d20 ⇒ 10 damage: 1d4 + 2 ⇒ (1) + 2 = 3 miss

4 attacks Lalali.
to hit: 1d20 ⇒ 20 damage: 1d4 + 2 ⇒ (1) + 2 = 3 hit

confirm: 1d20 ⇒ 12 damage: 1d4 + 2 ⇒ (1) + 2 = 3 yes

Lucian and Hindi are up.


Yeah, was waiting on Lalali, but I suppose there's not much point right now. I'll get an update up soon.


The metal doesn't have a magic aura.


You don't manage to find anything beyond junk in G1b either. It's about the same as G1a.

You open the door into G2. .

A long passageway extends past multiple prison cells before ending within a barred chamber to the east. An alcove along the south wall includes another set of iron doors leading south, while opposite this a barred gate provides access to another set to the north.


The monotony of the vast plain of reeking mud finally gives way to three ruined, leaning towers rising out of the muck. The mud and slime spattered about the towers seem almost to be reaching up out of the surrounding mudflats as if trying to drag them further down. A funnel-shaped depression in the mud sits in the middle of the ruins—something at the depression’s bottom glints like polished silver.


If either:
A) there was undergrowth to use for cover in such a case
B) You could breathe mud

Alas, neither of those is the case, so you are obviously slogging through the mud.

Map is up, pick a point of interest to investigate.


I'm gonna kill this. I thought I could just get away with using stuff already made up for my home campaign of this, but Valk has amply demonstrated how over the top this gets very quickly and I have no desire to work that hard on a pbp game.

Hence, I'm gonna call it. Sorry about that, but I'm just not motivated to continue.


Same as the previous one. You can do perception checks to search of course.


Ok, you're all very sneaky. Well at least you'll be sneaky as soon as you find some cover, since these are mud flats.

Map is up, where do you want to look around?


G1a looks like it used to be the quarters of the jailers It is currently picked over and you don't see anything but junk.


Uelarik takes 2 points of charisma damage.

This save will be made every hour you are in the dungeon.

You can take a look around in G1. In the main area there are some cells, but they contain corpses (fairly old).


will save: 1d20 ⇒ 18 BAMF!


I didn't crit. I used spirited charge. Heck, those guys were not mythic or gestalt.

But nothing says I can't make the over the top abilities not work if it is within the rules. Might be a lesson on over investment into a one trick pony.


Eventually someone will get a roll on a d20.


Kendren hits his target twice, but they are still up.

In no surprise, Valkyrie offs hers, and convinces the GM that crits will be negated in almost every future monster or this campaign with be a sorry joke.

Last one runs away (teleport after 5' step) , so combat is over.


Uelarik: You see strong auras of abjuration and evocation suffusing the whole area.

Tanrov: You don't notice anything odd.

Everyone kind of notices subtle whispers on the edge of their hearing that seem to gnaw at your sanity.

Need to make DC 14 will saves upon entering the dungeon.

Healbot
will save: 1d20 ⇒ 8 pass


You head down into the dungeon. (map is at Drezen Dungeon link).

The walls of this chamber hold numerous dark, narrow prison cells. Around the main entrance stands an iron cage, with a cell door blocking entrance into the main vault.


There's a link which says 'combat map' at the top. Oddly enough, it has the combat we're playing in it.

You miss.


Kendren gets an AOO as his foe moves away.

Then the rest are up.


miss, miss, hit, hit

AOO: 1d20 ⇒ 12 damage: 1d8 + 30 ⇒ (4) + 30 = 34 hit

AOO: 1d20 ⇒ 3 damage: 1d8 + 30 ⇒ (8) + 30 = 38 miss

after their AOOs, they fly away

will saves: 2d20 ⇒ (19, 3) = 22 almost forgot pass, fail

One flies away slowly

As their manueverability ain't great, they need to turn for a turn.


You head as directed to the next glyph location.

The monotony of the vast plain of reeking mud finally gives way to three ruined, leaning towers rising out of the muck. The mud and slime spattered about the towers seem almost to be reaching up out of the surrounding mudflats as if trying to drag them further down. A funnel-shaped depression in the mud sits in the middle of the ruins—something at the depression’s bottom glints like polished silver.


You already kind of know where to go, though following the energy bats is quite direct, though they outpace you pretty quickly if you are hoofing it.

Your casino is a couple thousand GP business when your dealers aren't cheating you. Since you've not been back in a while, they are probably robbing yo


As soon as you own a billion GP corporation with a research department.

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