A Road Home pbp


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Malick is stymied again by the bars and can't land a hit on the mummy. Malick is able to pick up the spirits of a besieged Ragna.

Ragna is up.


Warding Blow 1d20 + 18 ⇒ (11) + 18 = 29 vs ac, 2d8 + 8 ⇒ (1, 7) + 8 = 16

Ragna with renewed vigor smashes into the abomination.


Male Gnome Illusionist Wizard 13
Ragna wrote:

Wow nice upgrade on that orb :), but I guess its daily is pretty nice

Yeah, I love that daily.

DM, Rennik shouldn't be prone any more - he stood up.


Ragna is able to hit the mummy with a lucky strike sending more dust into the air.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied, <-2 to its next attack and grants CA to the next ally who attacks it.)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Ferdinand is up.


Human Artificer/Battle Engineer 11

"I hate undead. Never know when to just give up."

Move to A4 (via B5 to not provoke an OA) and use Greater Magic Weapon (allies adjacent to me get +3 to attack and damage): 1d20 + 20 - 2 + 2 ⇒ (2) + 20 - 2 + 2 = 222d8 + 8 ⇒ (4, 2) + 8 = 14

Bruce Campbell says it better than I ever will.


Ferdinand's Magic weapon bounces badly off the cell bars missing the target.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Flint is up.


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Move to B3 as part of Deft Strike with CA, 1d20+19=24 vs Aspahatama AC, 1d4+9+3d8+4=37 damage.
Shift back to A3.


Flint is not as successful in his attack this time as his blade glances off the rock hard scales of the yuan-ti mummy.

Aspahatama hisses at Flint, "your next ferret."

The mummy continues to maul at Ragna but also lashes out with his tail at Flint.
Ragna, claw attack vs ac, 1d20 + 22 ⇒ (15) + 22 = 37, damage = 2d6 + 8 ⇒ (5, 3) + 8 = 16
Flint, tail whip attack vs ac, 1d20 + 22 ⇒ (1) + 22 = 23, damage = 1d8 + 8 ⇒ (6) + 8 = 14 and target is knocked prone.
Aspahatama claws dig at Ragna's flesh his tail swings wide of Flint.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Typhus is up.


current HP: 57/106


Typhus will move to D4, staring at the mummy through the bars. "Are you not tired of this miserable half existence, trapped here for all eternity, no hope of exploring the Great Unknown? I pity you. I shall endeavor to send you on your journey now. Don't eat the food in Hell."

Typhus will use Trust in the Guidestar:
Attack: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15 vs Will
Damage:2d10 + 8 + 2d6 ⇒ (2, 2) + 8 + (6, 1) = 19 radiant damage and I ignore all penalties for cover (but not superior cover), concealment and total concealment. I can attack an invisible target as if it weren’t invisible. Range 10, 1 creature.

Seeing that fail, he will use Dark One's Luck to reroll his attack, using the higher roll:
Attack: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24 vs Will


The Dark One collects another favor from Typhus as it bends Typhus' radiant light just enough to barely hit the yuan-ti. The light of the attack burns away dead scales and aged linen exposing the skeleton underneath.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Rennik is up.


Male Gnome Illusionist Wizard 13

Rennik sends another phantom bolt at the thing.

Phantom bolt 1d20 + 16 ⇒ (7) + 16 = 23 vs Will, 1d8 + 9 ⇒ (2) + 9 = 11 psychic on a hit, and it takes -2 to its next attack and grants CA to the next ally who attacks it.


Rennik's bolt just isn't focused enough to damage the mummy this time.

Malick is up.


male human Resourceful Warlord/Commando Captain 13

Move to D4.
Wolf Pack tactics (AC), shifting Flint to flank with Ragna.
1d20 + 15 ⇒ (18) + 15 = 33
1d10 + 12 ⇒ (8) + 12 = 20

Still have an Inspiring Word if anyone needs it.

Malick ambles to the door of the cell and finally gets a clear shot at the mummy.

"I often listen to Typhus. Sometimes it drives me crazy and sometimes - well, you know, sometimes he's right," he says conversationally as his halberd drives home.

"Any other tips and advice, little buddy?" he asks the skull in his other hand.


Bolstering Strike 1d20 + 18 ⇒ (3) + 18 = 21 vs ac; 1d8 + 8 ⇒ (1) + 8 = 9 and I gain 3 temp hps

Ragna is starting to feel the effects of the aura, and a little bit of despair creeps into her mind causing her to fumble.


Malick is finally is able to hit Aspahatama through the cell bars causing the snake to jump.

Ragna is influenced too much by the snakes aura and is unable hit it.

Ferdinand is up.


Ragna wrote:
Ragna is starting to feel the effects of the aura, and a little bit of despair creeps into her mind causing her to fumble.

"Fear not, servant of the argent fire. When you have fully embraced the despair, Caiphon will guide you from that dark place and teach your heart true fear. You will always have a home."


male human Resourceful Warlord/Commando Captain 13

"Way to go with the pep talk, Typhus."


Ragna shivers.


"Are you sure that you are on the right side paladin?" Aspahatama hisses.


Human Artificer/Battle Engineer 11

"I have an idea, how about we just kill this guy already? That'll cheer everyone up." Ferdinand once again tosses his tratnyr at their foe.

Magic Weapon, you know what it does by now. 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 301d8 + 8 ⇒ (2) + 8 = 10


male human Resourceful Warlord/Commando Captain 13

"Man after my own heart."


Ferdinand briefly rejoices as he is finally able to hit Aspahatama.

Flint is up.


Ferdinand briefly rejoices as he is finally able to hit Aspahatama.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>
<Flint & Malick get +1 to attack, +3 to damage until end of Ferdinand's next turn>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Flint is up.


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Move to A3 as part of Deft Strike with CA, 1d20+19=30 vs A's AC, 1d4+9+3d8+4=25 damage.
Shift back to A3.


Flint filets more skin from Aspahatama’s hide.

Flint’s attack angers the mummy enough for it to suffer the radiant damage of Ragna’s divine challenge and whip’s out his tail as Flint tumbles away.
Immediate interrupt, attack vs ac, 1d20 + 22 ⇒ (19) + 22 = 41, damage = 1d8 + 8 ⇒ (4) + 8 = 12 and target is knocked prone.

Aspahatama then proceeds to maul Ragna,
1st claw attack vs ac, 1d20 + 22 ⇒ (4) + 22 = 26, damage = 2d6 + 8 ⇒ (4, 6) + 8 = 18
2nd claw attack vs ac, 1d20 + 22 ⇒ (6) + 22 = 28, damage = 2d6 + 8 ⇒ (6, 5) + 8 = 19

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>
<Malick get +1 to attack, +3 to damage until end of Ferdinand's next turn>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Typhus is up.


hospitaler's blessing, Flint regains 9 hps


Typhus will shift to the open gate and fire an Eldritch Blast at the fiend.

Attack:1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23 vs Reflex
Damage:1d10 + 9 + 2d6 ⇒ (10) + 9 + (6, 4) = 29


The undead snakeman deftly dodges out of the way of Typhus' Eldrich Blast avoiding any damage.

Rennik is up.


Male Gnome Illusionist Wizard 13

Rennik continues his illusory assault.

Phantom Bolt 1d20 + 14 ⇒ (19) + 14 = 33 vs Will. 1d8 + 9 ⇒ (3) + 9 = 12 psychic damage on a hit, -2 to next attack, and grants CA to next ally who attacks it.


Rennik's assult evaporates anothe small portion of Aspahatama's minds weaking it's defences.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>
<Malick get +1 to attack, +3 to damage until end of Ferdinand's next turn>
<Aspahatama grants Malick CA>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied, -2 next attack)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack,)

MAP

Malick is up.


male human Resourceful Warlord/Commando Captain 13

Woot! Rolling at nearly full for the first time :)
Let's see. -2 for the bars plus =2 for the aura, with a +1 from Ferdinand and a +2 from CA, so ... -1 to attack and +3 to damage. Watch my boy fail to take advantage of any of this.

I thought Typhus moved into the doorway, but if he didn't, Malick will move to D4 and roll at +1.

Viper's Strike. Effect: if Aspahatama shifts before the start of Malick's next turn, Ragna gets a free basic melee attack on him.
1d20 + 16 ⇒ (5) + 16 = 21 - add 2 to that if he can get to D4.
Rubbish.

Losing his grip a bit after a long day slogging it out with lunatics, Malick loses the plot and fluffs his attack.

"C'mon Ragna gal. Need you around a while longer."

Minor. Inspiring Word on Ragna. Surge plus 3d6 ⇒ (1, 3, 4) = 8


Resurgent Smite, 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 vs ac, 2d8 + 9 + 3 ⇒ (8, 4) + 9 + 3 = 24, and an ally within 5 squares of me can spend a healing surge. If the attack deals at least 20 damage, the ally gains additional hps (+6), looks like Flint needs it

Ragna seems to shakes off some of her more serious wounds and smiles at Malick. Ragna slams into the fiend while chanting a prayer to try and fortify her companion.


I forgot to update the old map.NEW MAP

Malick's halberd gets tangled up in the close quarters of the cell again causing another miss.

Ragna exaustion shows when she is unable to conect her smite on Aspahatama. if Ragna misses does an ally still get the healing?

Ferdinand is up.


looks like we were posting at the same time :)


It is an encounter attack, and it does not have any effect listed. So I would have to assume no.


Ragna wrote:
It is an encounter attack, and it does not have any effect listed. So I would have to assume no.

No healing for Flint.


Human Artificer/Battle Engineer 11

I assume no one's bloodied?

Ferdinand throws his tratnyr again.

Magic Weapon, again: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 221d8 + 8 ⇒ (5) + 8 = 13


Ferdinands trantyr reflects off Aspahatama's stone like scales doing little damage.

I've been forgeting to enforce one of Aspahatama's aura effect, Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action. So starting from the begining of this round.
Ragna's not near anyone so she can't make the attack
Malick must make a basic attack vs Flint, Ferdinand or Typhus
Ferdinand must make a basic attack vs Flint or Malick.

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied, -2 next attack)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Flint is up.


male human Resourceful Warlord/Commando Captain 13

1d20 + 13 ⇒ (5) + 13 = 18 - basic melee v Flint

"Good to know I'm an equal opportunity misser." Malick's halberd gets entangled in the bars as he jabs particularly feebly at Flint.

There are times you want every disadvantage you can have :)


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Move to B3 as part of Deft Strike with CA, 1d20+19=38 vs A's AC, 1d4+9+3d8+4=4+9+7+4=24 damage.
Shift back to A2, hopefully out of melee range of my own party.


Flint again darts in and cuts deep into the mummy and shifts away from Aspahatama as well as his friends.

Malick can still reach you at A2, A3 would out of Malick's range.

Torn up from the fight Aspahatama hisses in anger and hurls himself at Flint.

immediate interrupt as flint shifts away from Aspahatama,
attack vs ac, 1d20 + 22 ⇒ (6) + 22 = 28, damage = 1d8 + 8 ⇒ (8) + 8 = 16 and target is knocked prone.

Aspahatama then proceeds to maul Flint,
1st claw attack vs ac, 1d20 + 22 ⇒ (15) + 22 = 37, damage = 2d6 + 8 ⇒ (3, 1) + 8 = 12
2nd claw attack vs ac, 1d20 + 22 ⇒ (13) + 22 = 35, damage = 2d6 + 8 ⇒ (3, 2) + 8 = 13

<The bars (marked by the green rectangles) can't be moved through and act as partial cover. The cell doors can be opened or closed and locked on a DC25. They also have the same properties as the bars>
<Deranging Aura (Charm) aura 5; enemies within the aura take a -2 penalty to attack rolls. Each enemy whose attack misses Aspahatama must make a melee basic attack against the nearest ally within reach as a free action>
<Starshriek Aura (Psychic) aura 1; an enemy that starts its turn in the aura takes 5 psychic damage>

Ragna (-2 attack, 5 psychic damage)
Ferdinand (-2 attack)
Flint (-2 attack, 5 psychic damage)
Aspahatama (bloodied, -2 next attack)
Typhus (-2 attack)
Rennik (-2 attack)
Malick (-2 attack)

MAP

Typhus is up.


would my marks hurt him on all attacks? or just the first one of each round, same with this : hospitaler's blessing: when an enemy that you currently challenge attacks one of your allies whether the attack hits or misses, that ally regains hit points equal to one-half your level + your wisdom modifier (+9)
My marks stay on a target as long as I keep attacking or they have an ability to remove them


Ragna wrote:

would my marks hurt him on all attacks? or just the first one of each round, same with this : hospitaler's blessing: when an enemy that you currently challenge attacks one of your allies whether the attack hits or misses, that ally regains hit points equal to one-half your level + your wisdom modifier (+9)

My marks stay on a target as long as I keep attacking or they have an ability to remove them

the damage would apply only once per turn for each ally attacked, same with hospitaler's blessing.


Typhus will use Summons of Khirad:

Attack:1d20 + 15 ⇒ (11) + 15 = 26 vs Will
Damage: 2d10 + 9 + 2d6 ⇒ (1, 6) + 9 + (5, 3) = 24 psychic damage and teleport the target to an unoccupied square within 3 sq of me. Sustain Minor: +13 vs Will, on a hit, teleport target to unoccupied square within 3 squares of me. On a miss, effect ends. Range 10, target 1 creature.

I will teleport his snakey-arse to B3.


Typhus blows away the remainders of Aspahatama's mind ending its un-life.
Aspahatama form begins to crumble as it falls to the floor and as is does the cell also begins to collapse. Heavy masonry falls from the ceiling and walls crushing everyone into painful oblivion.

The phantom pain caused by the falling stones wakes all but one of you out of the shared hallucination induced by the yuan-ti's ritual of flame.
Each of you finds yourselves dressed in silken bed clothes lying on a comfortable bed covered in a transparent silk shroud. The beds are in a natural cavern turned in to a dormitory; there is a chest at the foot of each bed. The chamber is roughly circular and the beds arranged like spokes in a wheel with a large round table in the center. As you look around to get your bearings you notice that your hair and nails have grown incredibly long as if a few years growth has occurred since you stepped into the flame beginning your vision quest. In one bed lies the skeletal remains of a human and with a dread realization you know that it is Uriel. When you check the chests all your equipment in its original form is there but mended and polished as if new. A feast that looks like it was just prepared sits upon the table. The devil sphere and the skull totem rest on the table forming a macabre centerpiece.
A small tunnel leading up is the only exit to the chamber.

All your wounds are healed and you are now officially level 13.


"Is that horrible nightmare really over?" says before noticing the form of Uriel. "Uriel, I traveled with you a long time, and I am not sure if I really ever understood you, but I will miss you."


male human Resourceful Warlord/Commando Captain 13

Will level Malick up shortly.

"That man had the worst taste in booze of anyone I ever met. He's going to be hard to replace."

Malick takes a moment to acknowledge Uriel's passing in his own way before realising that he looks a lot less than gorgeous himself.

"I need a shave and a parting knife. Getting rid of those sandals is good, getting my kit back will be better. Typhus, next time you're planning to walk into flame and hurl us back in time, can you pick a better day?"

Trim those nails, cut that hair, shave that designer beard off, get dressed, take a long look at the food and probably eat it.

Ragna

Spoiler:
Sadly, a player in my Halls of the Mountain King game needs replacing. Would you or Glod fancy taking over an eladrin cleric? Level 10 and heading fast for paragon.


I will also get her updated to 13 tonight, mostly done just have to input her.

Malick:
Sure I will take over, do you want me to copy the profile over for the player, it will probably take me a day to get ready, but I should be ready to go tomorrow


male human Resourceful Warlord/Commando Captain 13

Ragna

Spoiler:
Rock. You can rebuild him in CB if you like. Use the same powers for this fight and then tweak to suit yourself when you level. Tomorrow would be wonderful if you can do it by then. The character is called Amenephus.

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