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  1. - Top - End - #91
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Dame Morbid's Tourney Team 1

    oops I forgot: if I hit the zombie (1d6)[3] extra damage from curse.
    Yes, tabaxi grappler. It's a thing

    RFC1925: With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea.
    Alucard (TFS): I do things. I take very enthusiastic walks through the woods
    Math Rule of thumb: 1/X chance : There's about a 2/3 of it happening at least once in X tries
    Actually, "(e-1)/e for a limit to infinitiy", but, it's a good rule of thumb

  2. - Top - End - #92
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    JackTR69's Avatar

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    Default Re: Dame Morbid's Tourney Team 1

    Areimis: Got hit in the face with a brick and is now unconscious...
    Death save time? (1d20)[18]
    GENERATION 13: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  3. - Top - End - #93
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Imsh Pathfinder, still up right?
    HP 11/51; AC 19, Fort 20, Ref 14, Will 13; Surges 11/12

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    Hey, I'm pretty sure I should still be up. I had 26hps posted, and the mummy hit me for 19, I've checked and saw no other damage, which would leave me with 7hps. I actually had 4 temp hps from killing that second Zombie as well, leaving my total at 11hp. So can I take my turn? If so, then it will be the following:

    Move Action: Move 5 squares to A15, drawing OA from Zombie against AC 19.

    Standard Action: Blade Sweep.
    Attack: (1d20+10)[24]
    Damage: (4d6+11)[29]

    If the mummy drops, then I gain 4 temp hps.
    Last edited by OneFamiliarFace; 2009-02-01 at 08:24 PM.

  4. - Top - End - #94
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

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    Yes, I was wrong. I added up the damage wrong, wrote my post, and then corrected the damage totals at the last minute. Sorry.

    Your attack hits, but the mummy is also still up. I'm too tired to figure out if Qube killed that zombie in his post or not, but you take 5 damage if it hasn't dropped.
    Diamond Mind avatar provided by Abardam.

  5. - Top - End - #95
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Imsh Pathfinder, baked cookies and is readying his Uno deck for his date with death.
    HP 6/51; AC 19, Fort 20, Ref 14, Will 13; Surges 11/12

    "Kha, keep that crevice between you and this ragbag. I'll try to tie it up just a bit longer. But watch for the pit to expand, so that it doesn't do to you what it did to that ugly corpse."

    Spoiler
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    It doesn't look like Kha killed the zombie on me, so I take that 5 damage. I'd complain about getting hit a lot, but I am still standing, after all. He did kill the northernmost zombone at H11, leaving only two zeds and the (hopefully) severely wounded mummy.

    On the plus side, it looks like Kha just dealt a whole butt load of damage to the mummy, and he'll take more as his turn starts. Also, I think he meant that 3 extra damage was on the mummy, not the zombie.

    This last round, if Kha hit, then the mummy took 52 damage between us. This doesn't yet include T'reena's extra attack with her flaming longsword before she bit it or the extra damage from Kha's ongoing fire. Hopefully we're close!
    Last edited by OneFamiliarFace; 2009-02-02 at 06:16 AM.

  6. - Top - End - #96
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    DwarfBarbarianGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Yes I had moved to C15.

    If Inyssius Tor could repost the current combat map after he's not so tired to ensure math details are correct, and let us know who's turn it is, that would be awesome. (I THINK it's the zombies turn. Not sure. And that Kha' has gone with his flames of doom attack after that; and then it'll be my turn (here's hoping the flames of doom kills the mummy so I don't get hit with the aura). Anyway. By request, an updated map please including turn order!

  7. - Top - End - #97
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    Picking up where we left off: Two combatants lie on the ground, bleeding, as the crowd's shouts rise to a more frenzied pitch. The zombies draw closer, clawing at the wizard Magmin. The unraveled mummy flows toward her as well, having dispatched all of his foes--but as he grows closer, Imsh Pathfinder staggers to his feet--not as damaged as he had appeared--and charges at the mummy once more, axe held high! His powerful slash cuts through the mummy completely; the mummy begins to flow back together as Kha'lymnm's blast just misses it--but the heat of the blast sears through the creature anyway, and the sandstorm around it billows out one final time as the mummy collapses into formless sand.

    If the crowd was going wild before, the noise is deafening now.

    Battle Report:
    Spoiler
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    Imsh hit; delivering another huge pile of damage to the bloodied mummy. Kha'lymnm missed, but the ongoing damage will be just enough to finish it off before it can act on its next turn (so it's pretty much off the map, unless Magmin really wants to heal it or leap headfirst into its claws on her turn).

    T'reena's leftover strike missed, and she failed her death save; two more before your next extended rest, T'ree, and Dame Morbid's clerics will be unamused when they have to drag your soul back from the shadowlands this evening.

    One zombie hit, dealing five damage to Magmin; the mummy's sandstorm aura will still be active enough when her turn comes up (remember, it won't be entirely dead until just after that) to deal another three damage.

    Initiative:
    23 Kha'lymnm - attacked mummy, missed, dealt 10 ongoing anyway.
    22 Magmin - hasn't gone yet; will take 3 damage on her turn.
    21 Guardian Mummy - will disintegrate in a cloud of sand and sparks before it can act.
    15 Imsh
    09 T'reena (unconscious)
    06 Areimis (also unconscious)
    00 Zombies

    Bold people, you're up. Or down, as it were.

    Diamond Mind avatar provided by Abardam.

  8. - Top - End - #98
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    DwarfBarbarianGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Scowling as the Zombies manage to reach him; howling in denial when one almost connects, Magmin summons a shield of force in front of the zombie, denying it the chance to hurt him. Magmin then steps back and looses yet another ball of flame, enveloping all of the walking dead in lethal heat.

    Immediate Interrupt as zombie was about to hit me: Cast Shield (+4 AC/Ref until end of next turn; my hp below assumes this means the zombie missed)

    HP 30/38, A 26, F 18, R 23, W 19, any ranged attacks against me from further than 5 squares have -5 to hit.
    Surges: 8/9

    Move: Shift to B16
    Standard: Scorching Burst centered on D15

    Attacks reflex:
    Against zombie at D14 (1d20+9)[15]
    Against zombie at D15 (1d20+9)[13]
    Against zombie at D16 (1d20+9)[20]

    Damage against any who are hit (1d6+7)[9]

  9. - Top - End - #99
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    The zombies collapse like puppets whose strings have been cut. With a flamethrower.

    The audience's cheers wash over you like a soothing if deafening breeze (except for those of you who are still bleeding out on the arena floor, of course). As the chasm in the floor begins to pull itself together, you notice a cunningly concealed staircase set into the west wall which hadn't been visible before. A laconic young man in religious garb moseys out onto the battlefield and begins resuscitating your fallen; he indicates, by way of gestures, that he's supposed to escort you up that staircase.

    He's clearly in no hurry, mind you, and the crowd is hungry for more.

    (Victory dance time! When two or three of you head upstairs, we'll cut to the waiting area.)
    Last edited by Inyssius Tor; 2009-02-11 at 12:58 PM.
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  10. - Top - End - #100
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    DwarfBarbarianGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Magmin throws her head back and howls. Long and hard and long. 30 seconds go by and still she looses her howl. Then stopping, she turns, glares at Dame Morbid, and drops a series of Flame Blasts all around the skies. Irregularly placed in the air before the audience, she places them as close as she dares without attracting the ire of the Arena's officials.

    Finally she turns and stalks off up the staircase, brushing soot from her cracked armour.

  11. - Top - End - #101
    Dwarf in the Playground
     
    JackTR69's Avatar

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    Default Re: Dame Morbid's Tourney Team 1

    Areimis coughs up a mouthful of blood, gets off the floor, and dusts himself off. He sheaths his sword, and walks towards the staircase.
    GENERATION 13: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  12. - Top - End - #102
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Imsh Pathfinder, glorious.

    Imsh closes his eyes and breathes the air free of the sand. A grin cracks slowly across his face. Truly, this is the reason he was born, and what a good reason it is. When Magmin starts howling, Imsh's eyes snap open, and he joins in, leaping about the field with reckless abandon and roaring in open pleasure at the praise of the crowd.

    When he has had his fill, he clasps his hand to the fire mage's shoulder. "You and I shall go far indeed." Then he strides off towards the waiting room, still waving his maul about to bask in the cheers.

    Once inside, he catches up with the fallen. "It was a good battle. Thanks for the save, Kha. But it was a close one. We'll have to work better next time. Congratulations."

  13. - Top - End - #103
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    Your sleepy-looking medic follows you up a short flight of stairs into the waiting room, which adjoins the arena infirmary on one side. The room is deserted at the moment, but neither area appears designed to hold a very large number of people. At one side of the infirmary, you see a silver circle set into the floor. Out of the corner of your eye, you can just catch a glimpse of something insubstantial standing in the center of the ring.

    Glancing warily at the silver ring, the laconic healer leads your team to the opposite side of the room. He draws a crystal-tipped wand, and closes his eyes briefly as he invests the divine focus with power. "This glorious miracle of divine power brought to you, great heroes, by the light of Elorre," he says, as if reading from a cue-card, "The ever-young princess of the sky, she who drove Telebrion back to the horn of eternal dusk and was duly rewarded with mastery over the cloud jarls. Would you like to learn more about the sanctified order of Elorre...?" Only the slightest increase in pitch at the end of this monotone proclamation indicates that he might be asking a question.

    [You've got five minutes. As per standard rules, you can spend all the healing surges you want; Areimis's inspiring word will recharge once (for three words total, since he only used one in combat). Tell me when you're ready.]
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  14. - Top - End - #104
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    DwarfBarbarianGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Magmin stares blankly at the cleric. Then turns and looks at the center of the silver circle. "Does it burn?"

    Magmin creates a minor ball of flame and hefts it; she starts shivering and pets the fireball, clearly needing somewhere to throw it.

    OOC: 30/38 HP, 8/9 Healing Surges, and I'm not spending any during the rest time.

  15. - Top - End - #105
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Kha'lymnm, using 2 healing surges
    Spoiler
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    race/class: male githyanki, inferlock
    Initiative: +8
    HP: 46/47 Bloodied: 23 (HV 11, HS/day: 9/11)
    AC: 21 Fort: 18 Refl: 19 Will: 16
    saves: +2 vs charm, resist poison 5
    Speed: 6
    Telekenetic leap move (range10) you or trgt; fly 5 (remain in line of sight)
    infernal pact: kill cursed: gain 4 temp hp
    prime shot: nearest = +1 on ranged attacks
    shadow walk: move 3 -> concealment UeoNT
    Warlocks curse: minor (nearest enemy) 1/rnd +1d6; cursing deals 1 damage
    Eldritch blast st. ac (range10) +8 vs refl; 1d10+6
    Hellish rebuke st. ac (range10) +8 vs refl; 1d6+6 fire; if I take damage, trgt takes 1d6+6 fire damage
    Vampiric Embrace st ac (range5) +8 vs will 2d8+6 necro, and gain 9 temp hp
    Flames of phlegothos st ac (range10) +8 vs refl 3d10+6 fire; effect ongoing 5 fire damage (save ends)
    Fiendish Resilience minor gain 10 temp hp
    Fiery bolt st ac (range10) +8 vs refl; 3d6+5 fire;adjecent creatures get 1d6+9

    Acrobatics +3, Arcane +11, Bluff +8, History +13, Insight +7

    str: 8 (+1) dex: 10 (+2) wis: 10 (+2)
    con: 20 (+7) int: 18 (+6) cha:13 (+3)

    feats:, light shield proficiency, impr init, toughness
    items:, (lvl 5) rod of reaving +1 (cursing deals 1 damage), (lvl 4) bloodcut leather armor (minor action, while bloodied resist 10 UeoNT) (lvl 3) amulet of health, (520gp) acrobat boots (minor action, stand up from prone), (5gp) light shield, (15gp) standard gear, (50gpx2) 2 potions of healing, 40 gp in chance


    Sure, the gith says indifferently as he sits in a corner, it's not like we I got something better to do ...
    Yes, tabaxi grappler. It's a thing

    RFC1925: With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea.
    Alucard (TFS): I do things. I take very enthusiastic walks through the woods
    Math Rule of thumb: 1/X chance : There's about a 2/3 of it happening at least once in X tries
    Actually, "(e-1)/e for a limit to infinitiy", but, it's a good rule of thumb

  16. - Top - End - #106
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    JackTR69's Avatar

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    Default Re: Dame Morbid's Tourney Team 1

    OOC
    Okay, a couple of questions. First: What hp am I at? Last time I had an hp total it was 0, so I'm assuming I've got more than that now?
    And Second: Does my inspiring word recharge twice, so that if I use it 3 times I will still have uses for during the battle? Or if I use it three times will I be out of them when the fight starts?
    GENERATION 13: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  17. - Top - End - #107
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    OOC:
    "One", and yes. (edit: um, stupid me. Yes, it recharges twice.)
    Last edited by Inyssius Tor; 2009-02-13 at 12:57 PM.
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  18. - Top - End - #108
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    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Imsh Pathfinder has his own religion.
    HP 51/51; AC 19, Fort 20, Ref 14, Will 13; Surges 7/12

    Imsh walks around and pats his comrades on their backs, telling them all about the good jobs they did.

    He grins largely. "Nine hells, by the time we finish this thing, we may even be working as a team!"

    Spoiler
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    Imsh is spending 4 healing surges, restoring 48 hps and returning him from 6 to full.

  19. - Top - End - #109
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    JackTR69's Avatar

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    Default Re: Dame Morbid's Tourney Team 1

    Areimis begins humming a battle song of his home city just loud enough for everyone to hear it, but not loud enough that it would interrupt anyone who's talking.

    OOC
    Alright, people can feel free to take my three inspiring words as needed.
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  20. - Top - End - #110
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    "Ha ha. You don't give a damn about Elorre," the healer replies as he examines your wounds, a note of bitterness creeping into his voice. "No one cares about Her. Except me. The circle just doesn't understand at all. They don't know what it's like!"

    [I'll wait a little longer in case anyone wants to use a word or three, and then we'll move on.]
    Last edited by Inyssius Tor; 2009-02-22 at 03:49 AM.
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  21. - Top - End - #111
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

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    Magin may as well use one. If no one else uses one at all, then heck, I'll use all 3. It'll save me a healing surge.

  22. - Top - End - #112
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    DwarfBarbarianGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Go ahead and use all 3; 8 hp isn't really enough to expend a healing surge on; I get 9 base per surge, plus any bonuses.
    Last edited by Nelphine; 2009-02-23 at 12:23 AM.

  23. - Top - End - #113
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

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    But don't you only gain 8hp from your surge. It seems like it would be useful to use it now. *shrug* it's up to you, of course

    I guess I will use one Word on each of 3 surges then, since no one else is usin em, instead of using that 4th surge, so my surge total will be 8/12, and my hps will be

    42 + (3d6)[6]

    Curses, that was a crap roll. Oh wells. 48/51hps and 8/12 surges.
    Last edited by OneFamiliarFace; 2009-02-22 at 10:47 PM.

  24. - Top - End - #114
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    JackTR69's Avatar

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    Default Re: Dame Morbid's Tourney Team 1

    Using four surges to bring me up to full.
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  25. - Top - End - #115
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

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    Well, ya could've taken your own healing surges! :-p

  26. - Top - End - #116
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    JackTR69's Avatar

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    I would have, except my surges added up perfectly without them. I'll probably end up using it on myself in the fights to come though.
    GENERATION 13: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  27. - Top - End - #117
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    [Phasmatis, you're up. It's been thirteen days, and I have to move on to the next encounter; I need to know if you're still interested in continuing with Team 1.]
    Last edited by Inyssius Tor; 2009-02-26 at 11:06 PM.
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  28. - Top - End - #118
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    [Drat. I liked that guy. --If you're reading this, Phas, you can come back at any time. I hear Team 8 has a couple of openings.]

    An increasing hum from the arena indicates that your alloted time has run low, and your medic confirms it. Four of you rise to your feet, strapping on weapons and tightening loosened armor. T'reena, however, remains sitting--apparently asleep. As the last minute of your time runs out, the medic works up the courage to physically wake her.

    T'reena rises unsteadily to her feet, eyes half-open and staring blankly forward, then collapses; blood flows from her nose and mouth. The medic drops to a crouch beside her, testing for vital signs. "Damnit! This is not just mummy rot. Can't possibly fix her in time--Kostikos, Darren, we've got a combatant down here! Listen, you four head out that door, turn right, head past the bunkroom. Your new frontman should meet you by the pit entrance."
    Last edited by Inyssius Tor; 2009-03-01 at 03:48 AM.
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  29. - Top - End - #119
    Bugbear in the Playground
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    Default Re: Dame Morbid's Tourney Team 1

    Leaving the infirmary, you head through the tunnel leading to the arena's main area. A low rumble becomes a deafening roar as you near the crowd. A chill wind blows through the portcullis at the end of the tunnel as you wait for T'reena's replacement. "Wonderful," the scarred man on duty says, shaking his head. "We've got three medics on duty non-stop to prevent this nonsense. Who's up now, the priests of Elune? Dumbass kids. If their Lady wasn't so involved, I'd be up there right now with a handaxe--"

    "--about time, hellboy! New teammates. Get acquainted. Thirty seconds."


    [Roll... for initiative! I want to keep things moving here (for once), so I'll wait twenty hours before rolling for anyone who hasn't posted yet and moving on.]
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  30. - Top - End - #120
    Barbarian in the Playground
     
    GnomeWizardGuy

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    Default Re: Dame Morbid's Tourney Team 1

    Imsh Pathfinder, born ready to die.
    HP 48/51; AC 19, Fort 20, Ref 14, Will 13; Surges 8/12

    Imsh hefts his maul after their short rest. It feels pretty good. He gets up and walks to the entrance.

    The orc barbarian looks the new fighter up and down and grins. "Well, hullo there, my man, welcome to the winning team. Far as I can tell is that our only rule is that you let ol' Imsh here do his thing, and he'll make sure the really tough ones don't even get a chance to touch ya. How's that sound?"

    Spoiler
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    Initiative: (1d20+3)[7]

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