To End the World || An improvised homebrew adventure by DM Patcher.


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Male Human Cleric 1
Frum Cross wrote:

Before waiting for Darche to respond, Frum calls out to Rafael:
And Rafael, you mind mapping this thing as we go? I'm not excited about digging our way out back there, and if the earthquake opened up new tunnels it probably opened up new exits. But we should probably know how to find our way back here.

Responding to Frum, "Already ahead of you. Just keep the area lighted so I can see what I'm drawing."

Rafael draws the new coordor into his journal's map and makes a few notes about the moss and the crystals. He lifts a leather bookmark down the spine and closes the book. He grabs the reigns of Donte and carefully moves across the debris after the others.

Rafael walks over to Coross and the others. He places his hand on his shoulder, "Facinating. Absolutely facinating. What have you learnt?"

I touch Coross and use my Cleric Domain ability called Recall (1/6 uses) (Touched creature can retry a failed knowledge check with a +3 bonus made within the last minute)

@DM Patcher: Did you ever determine what knowledge bonus my book gives me? If my book is one of the knowledge skills below, add +4 to my check using my Trait ability Accomplished Bookworm.

What do I know about the crystals and these new caverns that hasn't already been discovered by the others?
Knowledge (Arcana) 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge (History) 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (Religion) 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (Planes) 1d20 + 7 ⇒ (11) + 7 = 18

@Frum: "By all means, that's why I brought Donte along. Oh, and please stop humming...you can't carry a tune if a Bard handed you a note."

Party order, I wish to be in front of Frum, second from last with Donte to my left. If the corridor is less than 10-feet wide then Donte will be behind me.

Whatever I or the other learn I would like to jot down in my journal if its look safe to do so.

Rafael closes his book and places it in his backpack making a mental note approximately how large this part of the cavern is. From a shelf on Donte's pack he slides out a Quarterstaff.

"Well, these caverns won't explore themselves. Lead on."


Male Elan Vitalist 10

Now that everyone seems to have their affairs in order, Skender will advance down the corridor provided he isn't interrupted by whatever needed the Perception check.


Male Human Witch 2

@Rafael: Not much, Professor Ler'it, beyond the fact that they are magical.

When I examined the crystals with detect magic, what school did they appear to be?

I will reroll the Knowledge (Arcana) check to think of relevant facts about magical crystals thanks to the Recall ability. Knowledge (Arcana):1d20 + 11 ⇒ (13) + 11 = 24

Frustrated that any sort of relevant fact eludes him, Coross gives Rafael a little shrug and turns to follow Skender down the passage, looking both ahead and behind to the rest of the party following.

@Skender(whispered):What can you see up there?


One night's sleep and so many posts and ridiculous high dice rolls! Apologies for missing your dice rolls, Frum, I've included the results in this enormous post.

Frum:
Your attempt to correlate these crystals with alchemical properties bears little fruit; the best you can think of is that they would work as a dye for your alchemical concoctions. Realising this, the crystals seem to very slowly shift from a transparent white colour to a faint blue; it isn't just the crystals as you advance further up the tunnel, they all seem to shift very, very subtly from one end of the tunnel to the other.

As you advance further up into the tunnel, something catches your eye once more: some of the crystals seem to be ... moving? The wall soundlessly breaks apart as a tall crystalline creature slips out of the crack, almost twice your height. It moves at exceptional speed, poised to attack as great crystalline spines are flung in your direction! Yet you have time to react, and manage to dodge! Just in the nick of time...

Skender:
You notice that the crystals slowly shift from a transparent white to a faint light blue colour; it doesn't only apply to the crystals ahead of you. As you look back you can see the very subtle change from one end of the tunnel to the other.

As you advance further up the tunnel, however, you spot something even more dire: the wall seems to shift open, and a crystalline creature, as tall as you, slinks you with exceptional speed. It directs a hand in direction of Coross, its limb covered in jagged spines, and they all launch...!

Zachary:

As you stick close to Darche, you notice the wall to your right seems to slide open. Soundlessly. Yet you see an outstretched hand amidst the cluster of crystals, covered in spines. It is instinct that drives you to push Darche to the side as a volley of crystals is flung your way! You manage to avoid it, just in time...!

Rafael:
Your Pathfinder Chronicle gives a circumstance bonus to History checks. Despite your vast knowledge and your thorough perusal of your chronicle, the only passage you can recall that vaguely describes a similar area is one pertaining the myth of how the world was created. It was crudely translated from some language supposedly defunct. The passage you remember goes thusly: [...]the great Cavern of Crystals, that would welcome the end; when Time is right, their song will herald the Coming, and shortly to grant Power due, from whence the Guard will rise and the Earth will bathe in Blood[...]

Within moments of having recalled this, you feel a sudden sting of pain as somebody - or something - goes skin-deep into your shoulder. You take 1 point of damage from an attack.

It seems to happen from nowhere; Coross barely reacts to Skender's anguished cry as a crystalline creature comes from nowhere and launches several spines straight to his person; he has no time to react as they all dig into his flesh, almost knocking him off balance. Coross, you take 6 points of damage.

Darche finds himself being pushed out of harm's way by Zachary as another creature comes astriding out of the crystalline wall. And in the rear, two others have emerged. Their features are made entirely of crystals, and what little skin there is visible seems as durable. Their faces have no expression, yet there seems to be a mouth: one filled with tenfolds of sharp, jagged fangs.

Frum, Zachary and Skender, you may act in the surprise round. The cavern is fifteen feet wide, and the battlefield stretches about seventy feet from either side; Skender and Coross, you are on one side with one of the crystalline creatures. Lucca, Darche and Zachary, you are in the middle, with one of these creatures between the three of you. On the other end is Rafael and Frum, with two creatures about ten feet away. I'll try to concoct a map.

DM Dice Rolls:

Crystal Guardian 1 initiative:1d20 - 1 ⇒ (3) - 1 = 2
Crystal Guardian 2 initiative:1d20 - 1 ⇒ (7) - 1 = 6
Crystal Guardian 3 initiative:1d20 - 1 ⇒ (4) - 1 = 3
Crystal Guardian 4 initiative:1d20 - 1 ⇒ (2) - 1 = 1
Crystal Guardian 1 Attack roll on Frum:1d20 ⇒ 9
Crystal Guardian 1 Damage roll on Frum:1d6 ⇒ 3
Crystal Guardian 2 Attack roll on Coross:1d20 ⇒ 20
Crystal Guardian 2 Damage roll on Coross:1d6 ⇒ 6
Crystal Guardian 3 Attack roll on Darche:1d20 ⇒ 10
Crystal Guardian 3 Damage roll on Darche:1d6 ⇒ 2
Crystal Guardian 4 Attack roll on Rafael:1d20 ⇒ 19
Crystal Guardian 4 Dttack roll on Rafael:1d6 ⇒ 1
Crystal Guardian 2 Critical confirmation roll on Coross:1d20 ⇒ 14
Crystal Guardian 2 Critical Damage roll on Coross:1d6 ⇒ 3


And because I'm stupid and forgot this - Initiative rolls, please.

Liberty's Edge

Male Gnome Rogue, Level 1

roll for initiative
1d20 + 4 ⇒ (19) + 4 = 23

I had to edit this post because of a typo in the dice command that made it not work


DM question:
What happened when Frum tried to take crystals out of the wall earlier? Did he succeed at getting any out? I assume he at least got one out, since you mentioned he could see it change color as it progressed past a certain point in the tunnel. So I assume I am holding one of them. How many total did I get, and how large? The answer to this will largely influence what I do with my turn

knowledge check (nature), knowledge check (arcana) both taken the instant I saw the crystalline monsters and dodged.

for what he knows about them in theory:

1d20 + 5 ⇒ (15) + 5 = 20 nature
1d20 + 5 ⇒ (14) + 5 = 19 arcana

for what he knows from experimentation and practice in his lab over months:

Frum immediately thinks back to time he has spent in the lab experimenting with these crystals, trying to remember what he did to them that shattered them. He had tested their reaction to acid and to alchemists fire -- what had happened when he did that?


Male Human Cleric 1

Initiative: 1d20 ⇒ 9

DM only:
I may be able to post again in 6 hours or worst Saturday morning.

Rafael (HP 7/8) AC 14; 10 (touch); 14 (flatfooted)
Donte (HP 13/13) AC 11; 11 (touch); 10 (flatfooted)

Surprise Round: No action unless I can speak as an Immediate action. If that is possible I say, "Look out!!!".

Round 01: I will move out of melee, if possible, without taking an AoO. If I am in melee, I will 5-foot step back. I used a Standard action to channel Positive Energy to Heal (does not provoke, everyone within 30-feet burst), and exclude the 2 nearest damaged targets.

Channel Positive Energy to Heal (1/5 uses): 1d6 ⇒ 3

If more than one creature is damaged, I will purposefully not exclude one from my channel. I will see if they are healed by my Positive Channel.

Until the start of my next turn after I channel everyone affected by my channel gets +1 to all Knowledge and Perception checks.

Perception check to notice if the creatures are healed by my channel: 1d20 + 4 ⇒ (7) + 4 = 11

Knowledge check to understand what these are and what weaknesses they may have - Knowledge (Arcana): 1d20 + 8 ⇒ (8) + 8 = 16

Donte is Combat Trained and will defend itself as far as I know. However, since Donte does not know the "Attack Anything" trick he will need a DC 25 Handle Animal check (Move Action), to attack these creatures. A DC 10 Move Action using Handle Animal is required for Donte to attack humanoids, monstrous humanoids, giants, or other animals.


M human Inquisitor 1 (Domain Trickery)

Work today- be back on when I can.


Frum only:

My bad - I keep missing things. The heat's getting into me...

This entire tunnel (the new branch that opened - not the silver moss caverns) consists of crystals - and you notice all of it slowly changing colours (but not everybody did). The walls are nothing but crystals, after all - or was that unclear?

You do find them brittle, though. Not extraordinarily, but with a little bit of force they come off easy.


Male Elan Vitalist 10

initiative roll: 1d20 + 5 ⇒ (19) + 5 = 24

I've been rolling well lately

Edit: I didn't realize Skender could act in the surprise round.
Surprise round: Free action to drop the lantern, then move action to manifest mind blades.

First round, when it comes around, will be to take a full attack action on the creature that attacked Coross.5 foot step, if need be. If not, 5 foot step after attacks to try to get closer to a flanking position.

Attack rolls, then damage : 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (16) + 3 = 191d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (6) + 2 = 8

Fumble confirmation: 1d20 + 3 ⇒ (14) + 3 = 17

So much for rolling well. Shouldn't have said anything.


Kincade Alchemist (Vivisection/Preservationist)

1d20 + 3 ⇒ (18) + 3 = 21
Darche takes a total defense action on his turn.


Male Human Witch 2

Ouch. Initiative:1d20 + 2 ⇒ (11) + 2 = 13

Does Knowledge(Arcana) or Knowledge(Planes) tell me anything about these creatures? If so
Knowledge(Arcana):1d20 + 8 ⇒ (11) + 8 = 19
Knowledge(Planes):1d20 + 8 ⇒ (5) + 8 = 13

Coross curses in pain as shards of crystal slam into his left shoulder and graze his neck, but then smiles a crooked smile as he draws his sword and it flashes with an arcane shimmer.

Move Action: I draw my sword.
Swift Action: I spend 1 point of Arcane Pool to give my sword a +1 enhancement bonus for 10 rounds.
Standard Action: I cast a spell

DC 16 to identify:
Sheild. boosting my AC to (21/17/14)(10 rounds)
first taking a 5-foot step to get out of the guardian's reach if necessary.

Liberty's Edge

Male Gnome Rogue, Level 1

Frum dodges as a crystalline monster attacks from the walls, finding himself leaning on the pony.

In the Surprise Round:

standard action -->

Frum calms himself, realizing he has time - - the monsters can't reach him yet.

speak with animals, gnome spell-like ability, 1x per day]

1d20 ⇒ 12 [ooc] if I need to roll for this

First full round of combat

standard action -->

[/ooc] Frum grabs the first big, heavy thing he sees in the horse's saddle bag and readies it for battle: a crowbar.

I'll take a 5 foot step to try to position myself in front of the pony so I can look it in the eyes, but off at enough of an angle (to the right) to not be at high risk for getting kicked if it is spooked, and enough out of the way to be safe when it runs

The pony is staring intently at him as Frum says (translated): be calm, 2 monsters behind you, crush them or they'll hurt you. Charge, with hoofs, smash, stomp. This way, around to your left (motioning which way to turn around) Now!

Diplomacy roll 1d20 + 0 ⇒ (19) + 0 = 19

Liberty's Edge

Male Gnome Rogue, Level 1

As a swift action at the end of my first round turn, after the horse runs away (or whatever it does) Frum drops the small crystal still in his hand and crushes it underfoot.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Initiative: 1d20 + 0 ⇒ (19) + 0 = 19

Spellcraft to identify Coross's spell: 1d20 + 0 ⇒ (20) + 0 = 20

In the surprise round:

If I'm already in melee, 5-foot adjust away.

Zachary casts a spell, then faintly glows.

DC 16 Spellcraft to identify:

Spell being cast:
Mage Armor, making AC (14,touch 10, ff 14)

Next round, I'll 5-foot adjust toward the crystal beast and attack with two claws.


Male Human Cleric 1

DM only:
Here's a possible map


Male Human Witch 2

Spellcraft on Zachary's spell:1d20 + 8 ⇒ (6) + 8 = 14
Good lord, I've been completely useless so far.

What is the initiative order at this point? Also are we going to be using a map?


Rafael Ler'it wrote:
** spoiler omitted **

Rafael:

A very nice rendition - could you possibly space C and S 10 feet away from D, L and Z (alongside the mob) - and R and F ten feet away from them as well? Otherwise you got the map pretty much correct.

Because that sounded confusing: If you could place L on 2F, pushing all three rows down accordingly, and then R on 2J, pushing the last of you down accordingly, you got it spot-on.

I really appreciate you mapping it for me. I would do it myself, but I can't wrap my head quite around all the different means of doing so - I admit to some minor learning difficulties in regards of things like that.

@Coross: A map seems to be under development. When Lucca has posted the first round will be over, and I will post a proper initiative list and actions - I apologise beforehand, it will be confusing. Combat will also be a little bulky until I've sorted out how maps will be handled (though so far I have nothing but respect for Harmor/Rafael for doing it for me currently) - and the first round will always be rough.


M human Inquisitor 1 (Domain Trickery)

initiative 1d20 + 2 ⇒ (3) + 2 = 5
attack 1d20 ⇒ 7
damage 1d8 ⇒ 6


I should have reconsidered combat with 7 players, heh - it makes for some intense paperwork! I will group you up in regards of initiative because it's easier.

Initiative Order
1. You (Skender/Frum/Darche/Zachary/Coross/Rafael/Lucca)
2. Crystal Guardians

Skender manifests his mindblades, and goes in for a fierce attack on the crystalline creature; the first strike almost throws him off balance, yet he turns it into an advantage as the second strike buries deep into the creature's...crystals? They shatter upon impact, followed by a shrill sound that resonates throughout the cavern.

As Frum tells Donta to flee, the horse seems confused and begins to pace around the gnome instead, panicked by the sudden appearance of these crystal creatures. Exasperated, he tries to shatter the crystal in his hand between his boot - and while successful, another sound echoes betwixt the walls. And from what you can tell, it seems to have concentrated their ire.

In his panic, Darche sets into an absolute defence; Zachary and Coross both weave spells almost in tandem when Rafael channels his healing powers. Lucca finds his morning star and attempts to shatter the creature next to him and Darche, yet the crystals are strangely resilient.

Yet now the creatures retaliate! Agitated by Frum's actions, the two in the rear both charge him - and it is clear how sharp their claws are! He somehow manages to dodge both their vicious attacks, though only barely. After Lucca's assault, the crystalline creature turns to him, striking with its sharp claws twice - it even tries to bite! Yet no hit strikes true.

The one Skender injured, however, is flying into a frenzy; on the nick of time does he manage to parry the creature's great claws, but a misstep allows the creature to deliver a powerful *chomp* right into his shoulder.

Everyone is healed for 3 hit points as Rafael channels positive energy - then Skender suffers 3 points of damage (which you don't heal D: )

Rafael:

The creature Skender injured does not seem to heal from your wave of energy - though in the heat of battle you fail to see if this is due to distance or because of what the creature is.

DM Dice rolls:

Attack and damage rolls
Crystal Guardian 1 Attack roll on Frum: 1d20 + 4 ⇒ (10) + 4 = 14
Crystal Guardian 1 Damage roll on Frum: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 4 Attack roll on Rafael: 1d20 + 4 ⇒ (9) + 4 = 13
Crystal Guardian 4 Dttack roll on Rafael: 1d4 + 2 ⇒ (4) + 2 = 6

Crystal Guardian 2 Attack roll 1 on Skender: 1d20 + 2 ⇒ (13) + 2 = 15
Crystal Guardian 2 Attack roll 2 on Skender: 1d20 + 2 ⇒ (13) + 2 = 15
Crystal Guardian 2 Attack roll 3 on Skender: 1d20 + 2 ⇒ (16) + 2 = 18
Crystal Guardian 2 Dttack roll 1 on Skender: 1d4 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 2 Dttack roll 2 on Skender: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 2 Dttack roll 3 on Skender: 1d4 + 2 ⇒ (1) + 2 = 3

Crystal Guardian 3 Attack roll 1 on Lucca: 1d20 + 2 ⇒ (10) + 2 = 12
Crystal Guardian 3 Attack roll 2 on Lucca: 1d20 + 2 ⇒ (2) + 2 = 4
Crystal Guardian 3 Attack roll 3 on Lucca: 1d20 + 2 ⇒ (4) + 2 = 6
Crystal Guardian 3 Dttack roll 1 on Lucca: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 3 Dttack roll 2 on Lucca: 1d4 + 2 ⇒ (2) + 2 = 4
Crystal Guardian 3 Dttack roll 3 on Lucca: 1d4 + 2 ⇒ (4) + 2 = 6

Lucca:

Your character sheet is rather lacking - I couldn't find your AC or what armour you were wearing. Could you fill it out more?

Zachary:

I see you made two attacks - in round 2 just do those actions alongside whatever standard/move / full-round you decide on.


Male Human Cleric 1

DM only:

Oops...here's round 2.

Rafael moved from L-8 to K-8 before channeling in Round 01 (30-foot burst includes everyone).

E3 charged from P-7 to N-7
E4 charged from P-9 to N-9

I think this is correct now.


Male Elan Vitalist 10

"You crystalline son-of-a-b!tch," Skender mutters as he is bitten in the shoulder."Coross, come help me destroy this thing!

DM Spoiler:
Also, just fyi, my Mind Blades automatically bypass damage reduction that is bypassed by magic weapons e.g. DR 2/Magic; anything of that sort

In round two, Skender will take a five foot step to f7, and full attack the creature.


Attack 1 attack roll:1d20 + 3 ⇒ (1) + 3 = 4
Attack 2 attack roll:1d20 + 3 ⇒ (2) + 3 = 5
Damage roll 1:1d6 + 2 ⇒ (6) + 2 = 8
Damage roll 2:1d6 + 2 ⇒ (5) + 2 = 7
Fumble Confirmation roll: 1d20 + 3 ⇒ (11) + 3 = 14


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

With an angry roar, Zachary's fingers turn into full-blown claws, his eyes glow fiercer, and he launches into an assault against the crystalline figure.

Attack rolls:
Attack 1: 1d20 + 2 ⇒ (8) + 2 = 10
Attack 2: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (3) + 2 = 5


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

(If I'm understanding, that was my 1st round action. My second is as follows)

Zachary continues his mad assault, tearing at the creature with his demonic claws.

Attack: 1d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (1) + 2 = 3


Kincade Alchemist (Vivisection/Preservationist)

Aah tut tut! Darche says continuing his defensive actions while attempting to flank a crystal creature.

Liberty's Edge

Male Gnome Rogue, Level 1

where is the map? i need it to determine what i do


Male Elan Vitalist 10
Frum Cross wrote:
where is the map? i need it to determine what i do

Map


M human Inquisitor 1 (Domain Trickery)

Again, Lucca attacks the nearest creature.

attack 1d20 ⇒ 8
damage 1d8 ⇒ 1


Male Human Witch 2

Sheild 9 rounds; Arcane Pool 9 rounds.

The grimace on Coross' face lets up slightly in relief at the healing energy. Seeing that Skender is locked in combat with the creature, Coross jumps into a familiar position flanking their opponent.

5' step into d7.

Coross slashes nimbly with his sword and keeps the sword on guard while his left hand twists in arcane motions seconds after the sword strike is completed, a howling helix of white energy stabs out at the creature.

Full Round Action: I use spell combat to attack while defensively casting a spell

DC 15:
Ray of Frost

Concentration Check:1d20 + 9 ⇒ (1) + 9 = 10 -> Spell lost
Sword Attack:1d20 + 1 ⇒ (17) + 1 = 18
Damage:1d6 + 2 ⇒ (6) + 2 = 8 -> (Includes +1 trait bonus from flanking w/ Skender)

Liberty's Edge

Male Gnome Rogue, Level 1

Frum deftly avoids the monsters' strikes as they charge past him. Swirling to face their backsides, Frum unshealths his short sword move action as he takes a 5 foot step to his left (M9) and attacks the weakest spot of the monster's frame based on his experience with the crystals and his knowledge of basic physics - his best judgment on this

knowledge (anything) is at least +5 with him 1d20 + 5 ⇒ (20) + 5 = 25

Frum's attack 1d20 + 3 ⇒ (4) + 3 = 7
Frum's damage 1d4 - 3 ⇒ (3) - 3 = 0
Frum's additional damage from flanking as Rogue 1d6 ⇒ 2


Male Human Cleric 1

Rafael says, "Sit culparum et protegat." as he touches his wooden Holy Symbol on his chest. A feeling of confidence and assuredness fills everyone.

Rafael casts Bless. Every ally within 50-feet gains a +1 morale bonus on attack rolls and on saving throws against fear effects for 1 minute.

Rafael moves from K8 to M8

Here is the map at the start of Round 03.

Status
Spells in affect: Bless (10 rounds)
Rafael: HP 8/8; AC 14, 12 (touch), 14 (flat-footed)
Donte: HP 13/13; AC 11, 11 (touch), 10 (flat-footed)


Ouch - lots of pain in this post...

Skender shifts into position as he unleashes a fierce assault against the crystalline beast, yet in his fervour his attacks are very predictable, and the creature dodges both sweeps...only to have Coross deliver a decisive strike to its back; it lets out another high-pitched scream before collapsing into a pile of crystals.

Frum only barely manages to hold off the closest creature with his blade, yet his blows are unable to land true, despite aiming for that which is apparent to be its weak spot: a small, exposed piece around its abdominal area.

Lucca and Zachary both go up against the same creature as Darche shields himself once more. Zachary enters a driven frenzy of an assault, yet while every hit is solid, the creature nimbly dodges several strikes before the claws rend its snout.

When Rafael's spell is finished, the remaining monsters all retaliate; Frum suffers a powerful swipe from the creature's sharp claws, while the beast Lucca and Zachary fights unleashes a cry for its fallen comrade. With astonishing speed it moves past their defence; Zachary suffers two great gashes across his chest, his clothes torn apart as he falls over bleeding; Lucca suffers an extraordinarily painful bite to his shoulder and neck and keels over as well.

Frum, you take 4 points of damage; Zachary and Lucca, you both take 11 points of damage, leaving you both at -3 and dying.

DM Dice Rolls:

Attack and damage rolls
Crystal Guardian 1 Attack roll 1 on Frum: 1d20 + 2 ⇒ (12) + 2 = 14
Crystal Guardian 1 Attack roll 2 on Frum: 1d20 + 2 ⇒ (7) + 2 = 9
Crystal Guardian 1 Attack roll 3 on Frum: 1d20 + 2 ⇒ (6) + 2 = 8
Crystal Guardian 1 Damage roll 1 on Frum: 1d4 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 1 Damage roll 2 on Frum: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 1 Damage roll 3 on Frum: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 4 Attack roll 1 on Frum: 1d20 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 4 Attack roll 2 on Frum: 1d20 + 2 ⇒ (15) + 2 = 17
Crystal Guardian 4 Attack roll 3 on Frum: 1d20 + 2 ⇒ (5) + 2 = 7
Crystal Guardian 4 Damage roll 1 on Frum: 1d4 + 2 ⇒ (2) + 2 = 4
Crystal Guardian 4 Damage roll 2 on Frum: 1d4 + 2 ⇒ (2) + 2 = 4
Crystal Guardian 4 Damage roll 3 on Frum: 1d4 + 2 ⇒ (4) + 2 = 6

Crystal Guardian 3 Attack roll 1 on Zachary: 1d20 + 2 ⇒ (12) + 2 = 14
Crystal Guardian 3 Attack roll 2 on Zachary: 1d20 + 2 ⇒ (14) + 2 = 16
Crystal Guardian 3 Attack roll 3 on Lucca: 1d20 + 2 ⇒ (20) + 2 = 22
Crystal Guardian 3 Damage roll 1 on Zachary: 1d4 + 2 ⇒ (4) + 2 = 6
Crystal Guardian 3 Damage roll 2 on Zachary: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 3 Damage roll 3 on Lucca: 1d4 + 2 ⇒ (4) + 2 = 6
Crystal Guardian 3 Crit confirmation attack roll on Lucca: 1d20 + 2 ⇒ (16) + 2 = 18
Crystal Guardian 3 Critical damage roll on Lucca: 1d4 + 2 ⇒ (3) + 2 = 5


Male Human Cleric 1

Updated map after the Enemies attacked in Round 03.

DM only:
I looked at the attacks for the Crystal Guardians and the numbers I'm using on the map and what you're using are different. Are there infact 2 guardians near Lucca and Zachary (I show just 1 named E2)?

Am I missing one?

DM only:
If I'm not able to reply before Round 04 starts then when it becomes my turn I will take a 5-foot step back (M8 to L8) and Channel Energy to Heal. Everyone if affected except Coross is in my burst at this time unless he moves closer on his turn.

Channel Positive Energy to Heal: 1d6 ⇒ 4


Male Human Witch 2

I think that I killed E1 on my last turn. Double Check that though.


Rafael Ler'it wrote:

Updated map after the Enemies attacked in Round 03.

** spoiler omitted **

** spoiler omitted **

Rafael:

No, there are two next to frum and 1 next to Lucca/Darche/Zachary. I have a whole slew of different notes that are rather haphazard, so I can understand the confusion. 1 and 4 are next to Frum, 2 is dead by Skender and Coross and 3 just mauled Zachary and Lucca. E1 should be E2, E2 should be E3 and E3 should be E1.


Male Human Cleric 1

My bad. I had the wrong numbers on the creatures. E1 was actually E2 and was killed last round. E2 is actually E3. And E3 was actually E1.

The this map should be correct now.

Liberty's Edge

Male Gnome Rogue, Level 1

except i was last on M9 instead of M7. . unless i was moved there by the attack?


Male Human Cleric 1

Ok, I think this is it - Round 03 map.

Liberty's Edge

Male Gnome Rogue, Level 1

Frum shouts for everyone to target the weak spot in the abdomen as he tries to do so himself with the short sword, followed by the crowbar as a heavily penalized two weapon attack. . . what the heck, i only do one hp of damage if I hit anyway, might as well swing for the natural 20]

1d20 + 3 ⇒ (17) + 3 = 20 for first weapon attack
1d20 - 9 ⇒ (3) - 9 = -6 for crowbar attack

1d4 - 3 ⇒ (1) - 3 = -2 for damage with short sword
1d4 - 3 ⇒ (1) - 3 = -2 for damage with short sword

1d20 ⇒ 4 to confirm the critical I am praying to land
1d20 ⇒ 14 to confirm a lucky critical, if it exists, with the crowbar

[ooc] hail mary . .

I see the rolls now. . if I hit, I do at least 1 hp of damage, correct?


Male Human Cleric 1

Rafael says, "Coross, Skender we need your help!"

DM only:
I will delay my action until the end of the round and do the action described above (5-foot step back and channel - already rolled to heal 4 above).


Kincade Alchemist (Vivisection/Preservationist)

Darche, fully believing that someone will move to go between him and the monster, moves back a little ways 8K and reaching out with his his paws, emits a sudden pulse of energy into Zachery, stabilizing him. A cat's paw print appears on his skin.

Using the ability of Touched by the Sky to stabilize him as a standard action. The paw print thing is a temporary "flair" and would only stay if he wanted to.


Male Human Witch 2

Sheild 8 rounds remaining; Arcane Pool 8 rounds remaining.

Coross shakes the shards of the dead crystal creature off of his sword as he sees his two companions fall. He charges at the monster that felled them, pointing with his sword to the other two crystal guardians.

Skender, Help Professor Ler'it. I'll be there shortly, once I deal with this bastard.

Move Action: Move to H8

Coross turns his attention back forward right as he reaches his foe and in a fluid movement brings his sword around to slash the creature across the face.

Standard Action: Attack E3.

Attack:1d20 + 5 ⇒ (13) + 5 = 18
Damage:1d6 + 1 ⇒ (4) + 1 = 5


Male Human Cleric 1

Still delaying.

Here's the map before Skender and I have taken our actions.


Male Elan Vitalist 10

Just got home from 11.5 hour IRL game. Incredibly tired... Uhhh...
Skender will move to M7

Skender moves to close with E1,

Acrobatics to jump over Donte, if applicable:

Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17

Edit: Actually read above posts instead of jumping headfirst into the post. >.>

Edit 2: Charge attack if applicable: attack 1d20 + 7 ⇒ (14) + 7 = 21 damage1d6 + 2 ⇒ (4) + 2 = 6


Male Human Cleric 1

I come off delay. I take a 5-foot step to L9.

Rafael touches his wooden Holy symbol on his chest and says, "Spirituum virtute alveum positiva per me.".

Channeled Positive Energy to Heal (2/5 uses). Everyone is healed for 4 damage (already rolled in a previous spoiler for the DM).

Here is the map at the end of my action for Round 03. I believe Zachary and Lucca are now awake?


Status
Spells in affect: (Everyone) Bless (9 rounds) +1 to attacks and fear effects
Channel Effect: (Everyone) +1 to Knowledge and Perception checks
Rafael: HP 8/8; AC 14, 12 (touch), 14 (flat-footed); Perception +4
Donte: HP 13/13; AC 11, 11 (touch), 10 (flat-footed); Perception +6


DM Dice Rolls:

Lucca's stabilise roll: 1d20 - 3 ⇒ (13) - 3 = 10

Skender rushes past Donte, making a fierce leap as he drives his psychic blades into the beast's chest; it emits a scream and stumbles back a couple of feet, yet is still standing. The crystals shift from light blue to a faint pink.

Frum attempts an assault on the crystalline creature, yet his attacks barely make it through its hide; a solid whack with the crowbaw, however, seems to yield some result, but it still stands.

As Darche tends to Zachary with his unique talents, Coross strikes at the beast towering over Lucca, drawing the beast's attention with a solid blow to its abdomen, dodging a quick counter-attack; it has yet to attack properly...

Rafael calls out for the power of healing; it washes over you all, mending wounds and leaving you refreshed - at the nick of time; the beasts seem to freeze momentarily, yet it is only a second before they all enter a stance, a bestial crouch with their claws spread. They bare their crystalline fangs - and spring to attack!

Their fighting style changed abruptly; instead of precise strikes and singular blows, they deliver a multitude of rapid swipes and bites - too much for your defences. Skender is struck several times across his chest ahd shoulders. Frum suffers a savage bite on his arm as he attempts to defend against this strenuous assault. Coross doesn't manage to defend well against their strikes either, yet the shield spell he cast earlier prevents the creature's claws from reaching his flesh.

Everybody was healed for 4 hit points by Rafael's heal - leaving Lucca and Zachary at 1 HP, while fully healing Skender and Coross. After the attack, Frum suffers 4 points of damage, while Skender suffers 9. Round 4 begins.

More DM Dice Rolls:

Crystal Guardian 1 Attack roll 1 on Skender: 1d20 + 2 ⇒ (19) + 2 = 21
Crystal Guardian 1 Attack roll 2 on Skender: 1d20 + 2 ⇒ (17) + 2 = 19
Crystal Guardian 1 Attack roll 3 on Skender: 1d20 + 2 ⇒ (6) + 2 = 8
Crystal Guardian 1 Damage roll 1 on Skender: 1d4 + 2 ⇒ (4) + 2 = 6
Crystal Guardian 1 Damage roll 2 on Skender: 1d4 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 1 Damage roll 3 on Skender: 1d4 + 2 ⇒ (1) + 2 = 3

Crystal Guardian 4 Attack roll 1 on Frum: 1d20 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 4 Attack roll 2 on Frum: 1d20 + 2 ⇒ (11) + 2 = 13
Crystal Guardian 4 Attack roll 3 on Frum: 1d20 + 2 ⇒ (18) + 2 = 20
Crystal Guardian 4 Damage roll 1 on Frum: 1d4 + 2 ⇒ (1) + 2 = 3
Crystal Guardian 4 Damage roll 2 on Frum: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 4 Damage roll 3 on Frum: 1d4 + 2 ⇒ (2) + 2 = 4

Crystal Guardian 3 Attack roll 1 on Coross: 1d20 + 2 ⇒ (15) + 2 = 17
Crystal Guardian 3 Attack roll 2 on Coross: 1d20 + 2 ⇒ (14) + 2 = 16
Crystal Guardian 3 Attack roll 3 on Coross: 1d20 + 2 ⇒ (12) + 2 = 14
Crystal Guardian 3 Damage roll 1 on Coross: 1d4 + 2 ⇒ (4) + 2 = 6
Crystal Guardian 3 Damage roll 2 on Coross: 1d4 + 2 ⇒ (3) + 2 = 5
Crystal Guardian 3 Damage roll 3 on Coross: 1d4 + 2 ⇒ (2) + 2 = 4

Crystal Guardian 4 Critical confirmation attack roll on Frum: 1d20 + 2 ⇒ (2) + 2 = 4
Crystal Guardian 4 Critical damage roll on Frum: 1d4 + 2 ⇒ (3) + 2 = 5


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Just so ya know, I have a trait that auto-stabilizes me when under a spell effect (such as Mage Armor), so I didn't need Darche's class ability. Not saying he has to take it back or anything, just for future reference.

Badly wounded and recovering from blacking out thanks to Rafael's curative magic, Zachary keeps up a total defense (+4 AC, standard action) as he staggers up from the floor (provoking an AoO, with an AC 18). If he isn't hit and knocked down again, he will 5-foot adjust to J7.


Kincade Alchemist (Vivisection/Preservationist)

Its not a class ability, its a trait I can stabilize as a standard action at-will.

Darche on his turn will sneak up to flank with lucca and attempt to strike the weak point of this beast with his walking stick.

1d20 + 2 ⇒ (11) + 2 = 131d4 + 1d6 ⇒ (2) + (1) = 3

Liberty's Edge

Male Gnome Rogue, Level 1

Frum ignores the pain from the creature's bite and tries again with the primitive 2 weapon attack.

for DM:
Rather than trying to stab with his weapons, he tries to vibrate them by hitting them like a tuning fork.

1d20 + 4 ⇒ (10) + 4 = 14 attack with short sword
1d20 - 8 ⇒ (9) - 8 = 1 attack with crowbar

1d4 - 3 ⇒ (1) - 3 = -2 damage roll short sword these damage rolls are useless really -- if I hit I do 1 hp damage regardless of my roll, unless a critical hits, and I do 2 hp
1d4 - 3 ⇒ (1) - 3 = -2 damage roll for crowbar

1d20 ⇒ 8 confirm critical if necessary

Frum shouts out in some horse-sounding language with surprising believability

what he says to the pony for DM:
Donte, This is for you, not for us. Once they kill us you are next, all of them at once against you Crush them if you want to live. One at a time while you have time. It is very simple for you.

Diplomacy check = 1d20 ⇒ 11 I am using that rather than a handle animal check because I am trying to convince it rather than control it. The last roll at 17 failed, but maybe if I get a perfect 20 it will work . . .

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