DM Barcas - The Arena of Ridonport


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spellcraft 1d20 + 9 ⇒ (17) + 9 = 26

"You won't be hiding so easily this time."


Okay, I've updated everyone (I think). Is everyone where they're supposed to be?

Tyrus - what is your current AC? Did you get hit by either of Johnny's arrows in post 137? (11 and 18)


DM Barcas wrote:

Okay, I've updated everyone (I think). Is everyone where they're supposed to be?

Tyrus - what is your current AC? Did you get hit by either of Johnny's arrows in post 137? (11 and 18)

My AC is 11, so both of them hit. I am down to 28 HP.

Edit: My position and height are correct.


DM Barcas wrote:

Okay, I've updated everyone (I think). Is everyone where they're supposed to be?

Tyrus - what is your current AC? Did you get hit by either of Johnny's arrows in post 137? (11 and 18)

I am, and I think Torinath is also.


Round 13, Initiative 17
Perception: 1d20 + 24 ⇒ (8) + 24 = 32(Reactionary)
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21(Reactionary)

Spoiler:
#1:If Johnny can pinpoint the square of Tyrus with the above perception check: he casts Faerie Fire.
#2: Johnny casts Aspect of the Falcon on himself.

Walker continues towards Johnny moving to 019-P20, and Johnny commands him to defend him.
.
Walker’s readied attack:

Attack: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d4 + 15 ⇒ (3) + 15 = 18
Grab: 1d20 + 21 ⇒ (14) + 21 = 35
Constrict Damage: 1d4 + 15 ⇒ (2) + 15 = 17

Buffs:

Walker AC=22 (+2 AotB)
Bull’s Strength on Walker for 49 rounds: +4 Str
Aspect of the Bear on Walker for 552 rounds: +2 AC, +2 CMB
+10 Perception for Johnny: 593 rounds


I'm back. I believe Archy is up?


Round 13, Initiative 14

Move action:

DM:
Pulls out a potion of see invisibility

Standard action:Drinks potion


Archy:
You see Tyrus floating above the bonfire (E16) about 40 feet up.

Edit: Tyrus - Roll Stealth vs Johnny's 32 Perception


DM Barcas wrote:
** spoiler omitted **

The spoiler in my post was for you DM, I forgot to label it as such :)


Round 13, Initiative 12

Stealth: 1d20 + 21 ⇒ (18) + 21 = 39

"Still holding onto that bow?", Tyrus asks as he casts a spell directed at Archy's bow.

Spellcraft 16:
Grease

DC 17 Reflex save for Archy or drop the bow.

Move to E8. 60' at an angle, so another 40' in elevation.


Tyrus Green wrote:

Round 13, Initiative 12

Stealth: 1d20 + 21

"Still holding onto that bow?", Tyrus asks as he casts a spell directed at Archy's bow.

** spoiler omitted **

DC 17 Reflex save for Archy or drop the bow.

Move to E8. 60' at an angle, so another 40' in elevation.

Tyrus I am still holding the scythe. I have not switched to the bow yet. I think you should get a redo on your action.


The ceiling is only 40' high.


I will assume I buffed last round

DM:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
What modifiers will you apply to pinpoint his location to a 5' square. If I ready an action to cast a spell if I can locate him, will it still be a straight competition between his stealth check and my perception check regardless of the stated -20 penalty if in combat or speaking and the -10 penalty for making a full move? Also if he targets an item in someone's possession is that the equivalent of targeting the person? The spell reads targeting an unattended object will not break the spell, but the object is attended. Thanks :)
I will wait for you to adjudicate before deciding my next action.

Edit

Also for the DM:
From the Stealth skill: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging. ... Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.
So since he is moving at greater than half his normal movement, but less than his full movement he should incur a -5 and a +20 for being invisible for a total of +15 before his skill modifier(The rules are vague about making a full movement).
Also if I ready an action to pinpoint the location of an immobile invisible target it is DC 40, but once he casts a spell my DC should be 20, adjusted for distance and environment, before he gets a chance to move and restealth.


I was hoping to get this done before I left. I will be back in a few hours, but it won't be late like normal. I am guessing about 4 or 5 hours.


Ok. Give me a few minutes to switch to plan B :)


Round 13, Initiative 12

Stealth: 39 from previous post.

Tyrus flies NE to F13 (same altitude - 40'). He puts his Rod back into the Haversack.

"Why don't you join me up here. Are you afraid of another shock perhaps? I doubt if you could hit anything with that farmer's tool anyway!", he says taunting Archy.


Unless Tyrus didn't cast grease, he should be visible. If not, it is Tyrus's Stealth (+15 for moving faster than half speed) vs Perception.


DM Barcas wrote:
Unless Gurus didn't cast grease, he should be visible. If not, it is Tyrus's Stealth (+15 for moving faster than half speed) vs Perception.

Only my mother calls me Gurus! :)

Edit: Yeah, I redid my action since Archy was not holding his bow. Cool?

Edit #2: My stealth is 34 then. I used +20 instead of +15 on my roll.


Tyrus Green wrote:
DM Barcas wrote:
Unless Gurus didn't cast grease, he should be visible. If not, it is Tyrus's Stealth (+15 for moving faster than half speed) vs Perception.

Only my mother calls me Gurus! :)

Edit: Yeah, I redid my action since Archy was not holding his bow. Cool?

This phone has a rather aggressive autocorrect.


Round 14, Initiative 17
Perception: 1d20 + 24 ⇒ (20) + 24 = 44(Reactionary)
The actual DC would be 40 taking into account the distance: 40^2+50^2=~64^2 so a +6 to the DC?

Johnny scans the skies for any whisper or sign of dripping blood to determine the location of Tyrus. Johnny seeing a drop of blood come into view just as it leaves Tyrus' foot spots his rough location and casts a spell, outlining Tyrus in a bright green light.

Spellcraft DC 16:
Faerie Fire

Walker’s readied attack:

Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d4 + 15 ⇒ (4) + 15 = 19
Grab: 1d20 + 21 ⇒ (2) + 21 = 23
Constrict Damage: 1d4 + 15 ⇒ (4) + 15 = 19

Buffs:

Walker AC=22 (+2 AotB)
Bull’s Strength on Walker for 48 rounds: +4 Str
Aspect of the Bear on Walker for 551 rounds: +2 AC, +2 CMB
Aspect of the Falcon on Johnny for 600 rounds: +1 Ranged attack rolls and 19-20/x3 for bows
+10 Perception for Johnny: 592 rounds


Round 14, Initiative 14
Move Action:I am going to stand up, not even going for the reflex save.
Standard Action:I will fore-go the reflex save. I will fly until I am 25 feet up.That means the first 5 feet I need to get out of the area of entanglement will cost 10 feet of movement. If I understand correctly the plants only reach up to 5 feet.

Free Action:"Tyrus I am coming. It is not to late to get out of this alive."


Archy- you have to succeed on the Escape Artist or Strength check as a move action to get untangled. After that, you're right. Since you're prone, you can stand as a move action without a check, but any subsequent movement will require getting free.


DM Barcas wrote:
Archy- you have to succeed on the Escape Artist or Strength check as a move action to get untangled. After that, you're right. Since you're prone, you can stand as a move action without a check, but any subsequent movement will require getting free.

I will take my second move action to put my scythe away. :)

edited:for speed.


Round 14, Initiative 12

Tyrus watches Archy put away his scythe and screams, "Cowardly archers! Here! Dine with the worms!" as he casts a spell at Archy. A large pit opens under him.

Pit opens from G20-H21. DC 18 Reflex save for Archy.

[spoiler=Spellcraft 17]Create Pit[spoiler]

Fly to G2. 40' altitude.


You really are going to force me to take to the sky aren't you.

Reflex save 1d20 + 11 ⇒ (15) + 11 = 26
spellcraft 1d20 + 9 ⇒ (5) + 9 = 14

PS:you spoilered the spell wrong


Round 15, Initiative 17
Johnny takes a 5’ step to O20, Walker moves to O19-P20 to make way and prepares to defend Johnny. Squinting at the loud mouth sorcerer he raises his bow, says ”No more hiding, you had your chance to yield!”, and looses a volley.
I am accounting for the range penalty
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Walker’s readied attack:

Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d4 + 15 ⇒ (3) + 15 = 18
Grab: 1d20 + 21 ⇒ (9) + 21 = 30
Constrict Damage: 1d4 + 15 ⇒ (2) + 15 = 17

Buffs:

Walker AC=22 (+2 AotB)
Bull’s Strength on Walker for 47 rounds: +4 Str
Aspect of the Bear on Walker for 550 rounds: +2 AC, +2 CMB
Aspect of the Falcon on Johnny for 598 rounds: +1 Ranged attack rolls and 19-20/x3 for bows
+10 Perception for Johnny: 591 rounds

Edit: such crummy rolls.


Round 15, Initiative 14

BAB +6, dex +5, weapon +2, ranger focus+4, -2 dex penalty due to being entangled, -2 to attack due to entangled, -2 deadly aim

"I agree, the time for mercy has passed"

move action: pull bow out

Standard action: using deadly aim
Attack 1d20 + 11 ⇒ (12) + 11 = 23 damage 1d8 + 12 ⇒ (3) + 12 = 15


Round 15, Initiative 12

Crap. I guess you don't have to fly at all. :)

Tyrus flies to the center of arena. His arms outstretched...saluting the crowd.


Round 16, Initiative 17
Johnny yells to the crowd, ”He seems to be yielding, but just to make sure.” Johnny turns to Tyrus, “This may hurt a little”
If the first arrow knocks him unconscious, Johnny does not fire the second.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Buffs:

Walker AC=22 (+2 AotB)
Bull’s Strength on Walker for 46 rounds: +4 Str
Aspect of the Bear on Walker for 549 rounds: +2 AC, +2 CMB
Aspect of the Falcon on Johnny for 597 rounds: +1 Ranged attack rolls and 19-20/x3 for bows
+10 Perception for Johnny: 590 rounds


The second arrow knocks him down to -2.

I was hoping for Archy to follow me up in the air, so I could try to dispel his Fly spell. :)


Tyrus Green wrote:

The second arrow knocks him down to -2.

I was hoping for Archy to follow me up in the air, so I could try to dispel his Fly spell. :)

I knew you had something evil planned. :)


Tyrus Green wrote:

The second arrow knocks him down to -2.

I was hoping for Archy to follow me up in the air, so I could try to dispel his Fly spell. :)

I figured you would have cast it already if you had it, but the fly spell turns into a feather fall spell effectively when dispelled so it would not have mattered. :)

I am assuming this ends the match. No reason to waste rounds on the animal companion. All I would have to do is fly, and pump arrows into him once I escaped the entanglement anyway.


As Tyrus plummets to the ground, the crowd goes wild. The herald's image reappears as the lighting dims. Crews of medics come out to treat the wounds of the fighters. One of them shakes his head when he reaches Beckett.

"We have a winner! Archy and Johnny Red have taken the crown!" As the crowd continues, he begins rattling off upcoming matches and attractions.

THE WINNERS: ARCHY & JOHNNY RED


ROUND TWO

The herald's image appears as the very ground seems to rearrange itself. The blood from the previous battle soaks into the ground, leaving it pristine. The new terrain appears to be a sandy floor without vegetation, a central lake with a waterfall from the ceiling, along with several pits and sandstone walls. It has a very natural feel to it.

The herald announces the next fight. "Prepare yourselves for a truly astounding battle! Our first team is led by Raspin, a powerful cleric of Gorum whose destructive rage is terrible to behold! Standing with him are Saria Nefar, a half-elf whose tongue is sharper than a blade, and Samuel Torinath, who has tamed a beast from the plane of Shadows. Opposing them is Dermot Flamegore, whose small stature belies his alchemical skill at making things explode. His allies are Inscidia, whose bare skin doesn't leave her defenseless, and Kizzle Brass-hide, a gnome who lives life as a dragon. Ladies! Gentlemen! Commoners! Prepare to be amazed! Place your bets!"


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Initiative 1d20 + 9 ⇒ (3) + 9 = 12.

Buffs:

Mage Armor (8 hours)
False Life (8 hours)
See Invisible (80 minutes)
Messsage (80 minutes)
Shield (8 minutes)
Fly (8 minutes)
Mirror Image (8 minutes)


Male Elf wizard 5(div and ench restricted) conjuration spec

buffs:
Entropic Shield-Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment)

Protection from Evil-+2 deflection, and immune to compulsion affects. This is more for the compulsion than the AC.

Bulls Strength- +4 to attack and damage.

Initiative 1d20 + 1 ⇒ (8) + 1 = 9 [/dice]

"I know you can hear me little boy. There is no need to die a senseless death. Give up now, and wait for lesser opponents to come along so that you might gain some measure of glory against them."

Shadow Lodge

Female Oni-Spawn Tiefling Hungry Ghost Monk of the Sacred Mountain 2 / Synthesist Summoner 8

No buffs.

Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

"Now Raspin, you know I'm the one that fights with words."

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I didn't realize we got only three rounds of min/level buffs, so will recalculate character to fix that.

Crap Init: 1d20 + 4 ⇒ (2) + 4 = 6

Removed previous casting of Aid and Entropic Shield.


"Ha!!! I just dropped off some opponents better than you at the bathroom! You will burn! I promise you that!!!"

Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Buffs:

Mutagen (+4 Dex/-2 Wis) - 80 minutes
Heroism (+2 Morale bonus to attacks, saves, skill checks) - 80 minutes
False Life (16 Temporary hit points) - 8 hours
Darkvision - 8 hours

Owl's Wisdom extract (+4 Enhancement bonus to Wis) - 8 minutes
Shield (+4 Shield) - 8 minutes
Expeditious Retreat (+30' Enhancement bonus to speed) - 8 minutes


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

"AHAHAHAHAHA! HIS POOP IS BETTER THAN YOOOOOUUUU! AAAAAAAHAHAHAHAHAHA!"


Initiative:1d20 + 3 ⇒ (19) + 3 = 22

Buffs:
Stoneskin (Shadowtooth and Sammy, costing 500gp)
See Invisibility (Sammy)
3 Minute/level buffs:
-Shield
-Protection from Chaos
-Blur
They are also listed in my profile


With a bright flash of light, the shimmering walls that separate the combatants from the arena disappears, as does the image of the herald. The crowd screams with excitement. Some of them shout, "Take down the gnome! Take him down!" Others shout, "Get Raspin six feet under!" Either way, it's going to be a good fight.

Arena Map

INITIATIVE COUNT
22 Samuel "Sammy" Torinath (Team Blue)
19 Dermot Flamegore (Team Red)
18 Saria Nefar (Team Blue)
12 Kizzle Brass-hide (Emperor, Team Red)
9 Raspin (Emperor, Team Blue)
6 Inscidia (Team Red)


Round 1; Initiative 22
A silent man wearing grey clothing, a grey chain shirt, and a dark red tabard with a black figure of a shadowy dragon stands next to a large beast resembling a black dragon that emits faint wisps from its scales with every heaving breath much like a warm drink on a cold winter morning.

(Free action)Sammy turns to Shadowtooth and fluidly leaps onto his back and stands in his stirrups raising his lance high for the crowd: Ride:1d20 + 14 ⇒ (11) + 14 = 25
(Standard action)Sitting back into his saddle, Sammy casts a spell for himself and his teammates:

Spellcraft DC 17:
Haste

(Move action)With a powerful leap off the ground, and the eerily silent flapping of large wings Shadowtooth soars to N11-O12, 15' off the ground.

DM:
What does it take to fly through the water? Is it coming down hard? Can I charge through it? Can I hide behind it? Just trying to get an idea of my options :).

How do I edit my position aside from uploading the picture again?

Edit: to add hieght


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Spellcraft 1d20 + 6 ⇒ (11) + 6 = 17.

What are the in-house rules on speaking? Can we only do it on our turn or can we do it at any time as long we don't get ridiculous with the communication's length? Example: Since I hit the DC, can I call out what the spell is now or do I need to wait until its my turn?


Round 1, Initiative 19

Dermot creeps forward to the wall in front of him. He quaffs an extract as he crouches against the wall.

Not sure if spellcraft is needed, since they are already prepared. There is no verbal component. I just drink it.

Spellcraft 18:
Displacement

Move to D11

Spellcraft: 1d20 + 18 ⇒ (6) + 18 = 24

Free Action
Dermot turns to his comrades, "One of them just cast Haste, so watch out!"

I don't seem to have write access to the spreadsheet. The menu options are grayed out (except for File and View).

Edit: added buffs

Buffs:

Mutagen (+4 Dex/-2 Wis) - 80 minutes
Heroism (+2 Morale bonus to attacks, saves, skill checks) - 80 minutes
False Life (16 Temporary hit points) - 8 hours
Darkvision - 8 hours

Owl's Wisdom extract (+4 Enhancement bonus to Wis) - 8 minutes
Shield (+4 Shield) - 8 minutes
Expeditious Retreat (+30' Enhancement bonus to speed) - 8 minutes
Displacement (50% miss chance) - 8 rounds

Shadow Lodge

Female Oni-Spawn Tiefling Hungry Ghost Monk of the Sacred Mountain 2 / Synthesist Summoner 8

Well, considering that some extracts have some sort of visual effects(enlarge/reduce person makes you bigger/smaller for example)..

Spellcraft:1d20 + 12 ⇒ (16) + 12 = 28

Saria smiles coldly as she looks at the crowd and calls out to them.

"Oho, the little gnome thinks he's smart!
No book to read or magic-filled blood,
He knows his spells right from the start!
Soon his eyes shall see only blood!"

She snaps her attention back to her opponents and casts a spell of her own, creating a cloud of glittering dust to burst over them.

Move Action: Starting Bardic Performance(Satire). Enemies that can hear her take a -2 to all Attack and Damage rolls, and on saves against fear and charm effects.
Standard Action: Cast a spell on opponents, they need to make a DC 15 will save or be blinded.

Spellcraft DC17:
Glitterdust


Good point about the visual effect.

Is there a save for Bardic Performance(Satire)?

Will save: 1d20 + 13 ⇒ (2) + 13 = 15
Close one! :)

Dermot watches the sparkling gold dust float down towards him. It looks rather harmless, but he knows that it can render one very vulnerable. He shuts his eyes and covers them with his arms just in time to avoid the effect.

Spellcraft: 1d20 + 18 ⇒ (12) + 18 = 30

Shadow Lodge

Female Oni-Spawn Tiefling Hungry Ghost Monk of the Sacred Mountain 2 / Synthesist Summoner 8

There is no save against Satire.


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Spellcraft 1d20 + 6 ⇒ (1) + 6 = 7
Will Save DC15 1d20 + 7 ⇒ (1) + 7 = 8

Lame! Someone help me with a rule right quick. Do I have to be able to see to cast an area effect spell? (Specifically a burst spell.) I can't find it mentioned in the book.


Male Elf wizard 5(div and ench restricted) conjuration spec
NPC d'Eben wrote:

Spellcraft 1d20 + 6

Will Save DC15 1d20 + 7

Lame! Someone help me with a rule right quick. Do I have to be able to see to cast an area effect spell? (Specifically a burst spell.) I can't find it mentioned in the book.

You can cast an AoE while blind, but you have to know where to place it. It is not covered how you would do so in the book, so it is up to the DM to decide how you can place without accidentally misjudging the distance. Most likely he will require die rolls and the spell will be off as far as centering.

Edit:What do the different colored tiles on the map represent

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