Darkness (Inactive)

Game Master Treppa

A Tale of Westcrown


101 to 150 of 527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

6/9 Max | Init +1, Perception +5

Trying to occasionally glance backwards and also at the source of the unfortunate smells for any undesired sign of movement, Damien still tries to make sure the group finds their sword markings.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Human

Per: 1d20 + 7 ⇒ (5) + 7 = 12

Slidell looks around as they move, but is either totally distracted by the environment, or is worried about his own, absent, familiar.

Those with familiars (With them) don't forget that the familiar gets it's OWN Per rolls. Basically giving you 2 chances to spot things. The one great joy of having a familiar! :)


MWAH-HA-HAAA

Exactly right, Ragadolf! Please make rolls for your familiars as well. You can at least feel when they are worried about something, even if they cannot tell you what. When doing perception, do yours first, then your familiar. At initiative time, your familiar acts on your, so no separate rolls for them.

Dark Archive

Male Devil-Spawn Tiefling Witch 1

Zebulon: 1d20 + 4 ⇒ (17) + 4 = 21


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

"These sewers seem eerily quiet," Camris whispers.


MWAH-HA-HAAA

mechanics:

1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 8 ⇒ (4) + 8 = 12
1d20 ⇒ 9
Negellus perception: 1d20 + 1 ⇒ (16) + 1 = 17

MAP

As the party walks through the sewers, senses alert, Amadeo suddenly spots an odd, roiling mass of... something at the very limits of his vision. And it's coming towards the party, filling the sewer's width.

Initiative (everyone)

Monster Init: 1d20 + 2 ⇒ (4) + 2 = 6


Male Human Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

Initiaitive: 1d20 ⇒ 13


Human

Init: 1d20 + 2 ⇒ (16) + 2 = 18


6/9 Max | Init +1, Perception +5

9/9 HP

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Dark Archive

Male Devil-Spawn Tiefling Witch 1

Init : 1d20 + 1 ⇒ (13) + 1 = 14


MWAH-HA-HAAA

Amadeo is aware of the swarm of odd, bulbous, jelly-like creatures and is the only one who has an action in the surprise round. He is the only one who can see 60', where the creatures are. The things are moving into his vision perhaps a bit more slowly than a person would hustle. Map is linked above.

Surprise Round
Amadeo/Zeb

First round:
Slidell
Amadeo/Zeb
Araxus/Negellus
Camris
Damien
Swarm


6/9 Max | Init +1, Perception +5

"We don't seem to moving...is there any particular reason we aren't making haste?"


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

"I'm sorry...I thought I heard Master Amadeo gasp."

Dark Archive

Male Devil-Spawn Tiefling Witch 1

"Ware gelatinous monster!" Amadeo says in a loud whisper, wary of the Hellknights behind them. He turns and speaks a word while snapping a small leathern thong in his fingers

"LENTUS!"

Casting Mage Armor


MWAH-HA-HAAA

At Amadeo's warning, the party is galvanized into action.

Everyone may take their full first-round actions before the poor critters get to act. The light source is currently too far away to see them without darkvision.

Map

Initiative:

Slidell
Amadeo/Zeb
Araxus/Negellus
Camris
Damien

Swarm


6/9 Max | Init +1, Perception +5

"We are going to need some light if we are to be effective. I suppose my trick is appropriate now."

Damien mutters a few words and moves his left hand in some mystical gestures. A faintly glowing man shaped figure steps away from Damien's body as if emerging from him. It then proceeds to jog down the corridor towards the direction Amadeo is looking.

Dancing Lights in a humanoid shape moves to (-A, -7).


MWAH-HA-HAAA

Grumble grumble New Map!


Human

"Oh look! Creepy-Crawlies!" Slidell grins.

"Oh, wait. That's bad, isn't it?"

The mage swiftly pulls out a clay flask and eyes his distance.

"Let's just try to keep them at range until we see exactly what they are, shall we?" He says cheerfully.

"Acid in the hole!" He whisper-shouts as he tosses the flask.

Move action, pull out flask, standard -throw/attack (Presuming that I can do so past my companions?)

Roll to hit front of (whatever) at -A/4

Att/Dmg 1d20 + 2 ⇒ (2) + 2 = 41d6 ⇒ 5

Perfect. I think I just poured acid on myself. ;P

Slidell looks askance as he watches his flask fly,... nowhere near his intended target.

"WHat do you want? I'm a mage, not a shot-putter!" He grumbles as he glances at the others.


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

Camris will move to (-A, 8), assuming no one else moves there before him.

"I guess you'd kind of have to expect oozy things in a sewer," Camris says as he draws his longsword and advances.


Male Human Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Araxus looks alarmed by the oncoming things. He stays on guard should they approach.

Move up to -A12 (behind Camris) and ready action to cast acid splash at the first one that comes within 25 feet. 1d20 + 2 ⇒ (11) + 2 = 13 (they may have soft cover, +4 to AC), 1d3 ⇒ 1 acid damage.


MWAH-HA-HAAA

Slidell's AC target for a throw of that range is 11. Attack of 4 misses... a bit. Deviation: 1d8 ⇒ 7 Would have landed in -C4, but contacts wall at -A10 Slidell's flask of acid hurtles down the corridor and smashes into the wall, acid and crockery dripping down the wall to add a hint of interest to the sewer sludge below.

Amadeo's mage armor is now active, but he has yet to act this round.

Araxus moves to -A12 and readies a spell.

Camris draws his longsword as he double moves to -A8.

Damien's glowing figure moves to -A7, exposing a long swarm of tiny things resembling beetles, but with bulbous, translucent bodies and little eyestalks.

Map showing Slidell's acid flask trajectory. Amadeo is up.


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

"Hey! Watch where you're throwing that stuff!"

Dark Archive

Male Devil-Spawn Tiefling Witch 1

Amadeo advances towards the foe, weaving his fingers together in a charm. He tosses some black hairs in the air. He then barks a single word that hangs in the air like a tolling bell

ABOMINOSYS!

Moving to A10. then Casting Ill Omen on the foe. It basically Pugwampifies them.


MWAH-HA-HAAA

Translucent, blue-violet, blobby buglike things continue down the sewers, sweeping past Camris to Amadeo. As they surround the two and begin exploring with tapping legs and waving tentacles, their movement becomes more frantic and purposeful, but no harm is done -- yet.

Top of Round 2. Camris and Amadeo get attacks of opportunity with already drawn melee weapons, if applicable. Funny bugs are Ill Omened. They are roughly seven inches long and mostly translucent, though some have slightly clouded interiors. MAP!
Initiative:
Slidell
Amadeo/Zeb
Araxus/Negellus
Camris
Damien

Swarm


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

"Get away, weird bugs!" Camris swings his sword at them.

attack: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Araxus sends another splash of acid at the nearest one then cautiously backs away from the things.

Acid splash 1d20 + 2 ⇒ (10) + 2 = 12 (Add 4 to their AC if they have cover). 1d3 ⇒ 1

Move to -A14.


MWAH-HA-HAAA

Camris, doubtless shaken by the odd things beginning to climb his legs, misses the creatures entirely but avoids hitting himself or damaging his sword on the pavement.

Araxus drops a blob of acid on one mass of the critters. They swarm around it for a moment, sucking at it with odd, flabby probosci, and it is gone. None of them seem damaged. Apparently, life in the sewers prepares these organisms for hostile environments.

Initiative:
Slidell
Amadeo/Zeb

Araxus/Negellus
Camris
Damien
Swarm


Human

Slidell's eyebrows shoot up at the sight of the bug-things eating the acid.

"Well. There went THAT idea. How, disconcerting. And very interesting. Or it would be, under more laboratory circumstances."

He pulls out a leather flask and unstoppers it.

"Everyone back this way! Quickly!"

And the mage turns the flask upside down and empties it, swinging it from side to side to cover the floor in front of him. He drops the flask, snaps his fingers, and a tiny, true flicker of flame dances upon his thumb.

"Move it or lose it!" he adds, almost gleefully.

empty skin of lamp oil on floor in -A/16. Use Prestidigitation (still running) to bring up a tiny flame. When teh others get past me, (or the bugs enter the square) Slidell lights the oil!


6/9 Max | Init +1, Perception +5

9/9 HP

Damien flourishes his rapier with a few simple motions. He eyes the strange insects consumption of the acid glob.

"I think perhaps we should try a ray of honey spell. Anyone? No? Not one you've picked up?" Damien gives an exaggerated sigh and reaches to pat Slidell's shoulder.

"Here's something for the save," he says with a smile. With his other hand, Damien throws a little doll sized cloak into the air and sings a few words.

Slidell is now under the effect of resistance. +1 to saves for 6 rounds.


MWAH-HA-HAAA

Amadeo/Zeb are up. Bump.


6/9 Max | Init +1, Perception +5

Damien looks around. Everything was moving in super slow motion, and aside from being able to perceive all the happenings, he found himself unable to move after casting his spell.

Hmm...I guess the sewers under Westcrown are affected by some kind of of time magic? It feels like days are passing and I am just sitting here....

Dark Archive

Male Devil-Spawn Tiefling Witch 1

Amadeo attempts to crush some of the swarm with his mace

1d20 ⇒ 91d8 ⇒ 4


MWAH-HA-HAAA

Damien's dancing lights spell illuminates an awful scene, as Camris and Amadeo's attempts to destroy the writhing mass of gelatinous bugs is for naught. The creatures envelope the two, pinching through every chink in their armor and clothing with jaws that are not at all gelatinous. Each wound inflicted flares with burning pain.

Swarm damage: 1d6 + 1 ⇒ (6) + 1 = 7

The extra point of damage is acid. Damage is to everyone in swarm squares, sadly including Zeb. By my reckoning, Amadeo and Zeb are down, Amadeo at -1 and Zeb at -4, correct?

The things seem content to explore these interesting items in their way and do not move further down the sewer.

Round 3. MAP

Initiative:
Slidell {resistance for 6 rounds}
Amadeo/Zeb {both down?}
Araxus/Negellus
Camris
Damien

Swarm

Dark Archive

Male Devil-Spawn Tiefling Witch 1

yes. Both down.


Human

Ouchies! How come I don't roll that good?!? ;P

Slidell lets out a low groan as Amadeo collapses under the mass of vermin.

"Bugs. WHY did it have to be BUGS?"

He looks around frantically, searching for a solution. You can almost hear the wheels spinning madly.

"I,... I don't know how to get them off without damaging Amadeo more." He mutters. "I,... Think,... think!"


Human

Swarms are immune to so much, are they immune to Daze and similar magics? Taking away their action for a round would give someone time to pull Amadeo out. :/


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}

"I dare say, does anyone have anything explodey?" Camris backs away from the bugs and attempts to drag Amadeo back to -A13.


MWAH-HA-HAAA

I tend to conglomerate all movement-related things in a round if all you're doing is move actions. You can pick something up or open a door and keep moving. The actions simply cost you squares of movement. Opening a door is a 5' equivalence in my game, not a full move action. Picking up something/somebody is a move, though.

In Camris' case, he starts with 40' of movement budget for the round. He uses 10' to get into Amadeo's square, 20' to 'pick him up', i.e., get a grip on him (move action), then has 10' remaining. However, dragging reduces movement speed by 5' due to encumbrance, so his speed is reduced from 20' to 15' as soon as he's got Amadeo. This allows him to drag him the remaining 5' of movement to -A11, which is just outside of the swarm.

Anybody see a way he can move further? I am going to say Camris and Amadeo are in Camris' square together because of the drag.

The doughty halfling wades through the disgusting mob to his fallen comrade and tugs him from the fray. The ooze bugs drop away as they are drawn uncomfortably far from their brethren.

Camris/Amadeo to -A11 unless somebody can convince me they can go further. I also need DC15 Reflex save to see if Zeb managed to get a death grip on Amadeo as they were swarmed, unless Zeb was stuffed into a garment pocket or somewhere similar.

Dark Archive

Male Devil-Spawn Tiefling Witch 1

I'm not sure if he has any bonus, so I'll just roll a straight 20

Zeb reflex: 1d20 ⇒ 1

Edit: yeah I think that's a fail


MWAH-HA-HAAA

Monkeys have a +4 Reflex, but yeesh. The dice hate you guys. I am so sorry!

Dark Archive

Male Devil-Spawn Tiefling Witch 1

As J Eric Holmes once said, "The dice never lie"


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}
GM Treppa wrote:

I tend to conglomerate all movement-related things in a round if all you're doing is move actions. You can pick something up or open a door and keep moving. The actions simply cost you squares of movement. Opening a door is a 5' equivalence in my game, not a full move action. Picking up something/somebody is a move, though.

In Camris' case, he starts with 40' of movement budget for the round. He uses 10' to get into Amadeo's square, 20' to 'pick him up', i.e., get a grip on him (move action), then has 10' remaining. However, dragging reduces movement speed by 5' due to encumbrance, so his speed is reduced from 20' to 15' as soon as he's got Amadeo. This allows him to drag him the remaining 5' of movement to -A11, which is just outside of the swarm.

Anybody see a way he can move further? I am going to say Camris and Amadeo are in Camris' square together because of the drag.

The doughty halfling wades through the disgusting mob to his fallen comrade and tugs him from the fray. The ooze bugs drop away as they are drawn uncomfortably far from their brethren.

Camris/Amadeo to -A11 unless somebody can convince me they can go further. I also need DC15 Reflex save to see if Zeb managed to get a death grip on Amadeo as they were swarmed, unless Zeb was stuffed into a garment pocket or somewhere similar.

That all seems reasonable to me. When I posted, I figured you might have to adjudicate something. :)


Human

Slidell stares at the drama unfolding before him, you can hear him urging the halfling to move faster, even though he never speaks. He bites his lower lip.

'FasterFasterMusMoveFaster!'

Slidell holds another flask of lantern oil in one hand, and the tiny flame still dances on the finger of his other,...


MWAH-HA-HAAA

Round 3 continues (same map)

Initiative:
Slidell {resistance for 6 rounds} - delaying?
Amadeo/Zeb {both down} Moved to -A11 (dragged by Camris)
Araxus/Negellus
Camris Moved to -A11 (dragged by Camris)
Damien
Swarm


Male Human Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Hmm. My options against a swarm of acid-loving critters are almost non-existent. Would Amadeo benefit from some infernal healing at this point?


MWAH-HA-HAAA

It certainly couldn't hurt. If he went into positive HP, he could have his turn this round.

From what you've seen of the swarm, they are not terribly fast, and Slidell does have an oil slick laid down behind you guys.


Male Human Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Araxus sees the fallen tiefling and jumps to action. He approaches and casts a spell on Amadeo, invoking the healing power of the devils to aid him. "We need to back up so that we can burn these things," he says.

What am I doing here? he wonders quietly. This is not how he envisioned his evening.


6/9 Max | Init +1, Perception +5

Is Damien able to traverse the slick to (-A, -15)? Or is a roll needed?


Male Halfling Paladin 1 {Init +0, Perception +4, HP 10/10}
GM Treppa wrote:

Round 3 continues (same map)

Initiative:
Slidell {resistance for 6 rounds} - delaying?
Amadeo/Zeb {both down} Moved to -A11 (dragged by Camris)
Araxus/Negellus
Camris Moved to -A11 (dragged by Camris)
Damien
Swarm

Camris dragged himself? He's not that badly injured. :P

101 to 150 of 527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Darkness: A Tale of Westcrown All Messageboards

Want to post a reply? Sign in.