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Thread: Strange Fortune

  1. - Top - End - #1081
    Bugbear in the Playground
     
    Aeti's Avatar

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    Default Re: Strange Fortune

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    You figure out nothing besides what Jacinth already said; it's a map of Ayolo and some funny pictures.

  2. - Top - End - #1082
    Orc in the Playground
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    Default Re: Strange Fortune

    Duncan tries to use the device.

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    (d20)[1]


  3. - Top - End - #1083
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    Default Re: Strange Fortune

    Duncan's efforts to use the device go terribly wrong. His nose itches, and he sneezes. Then he sneezes again. And again. Something is provoking an extreme allergic reaction. At the same time, he and Jacinth feel a terrible gut wrenching sensation, as their feet lift off the ground. They feel like they are upside down.

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    You are allergic to all magical items in your posession, including the magical key Dantwan gave you, in addition to anything else like +1 rapiers or items. You must remove them or lose your action on a failed fortitude save.

    Additionally, the spell Reverse Gravity was cast, centered on you. You and Jacinth need to make reflex saves to hang on.
    Last edited by Aeti; 2014-03-01 at 08:59 PM.

  4. - Top - End - #1084
    Orc in the Playground
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    Default Re: Strange Fortune

    Duncan grabs the portal device.

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    (d20+6)[21]


  5. - Top - End - #1085
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    Default Re: Strange Fortune

    Jacinth scrambles to find a handhold on the portal device or on Duncan.

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    (1d20+1)[11]

    are we floating or falling?

  6. - Top - End - #1086
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    You're falling. Or, at least, you would be if you hadn't grabbed hold. It is as if the ceiling is now downwards.


    With adrenaline surging, hearts pounding with the necessary suddenness of their reactions, the two adventurers are able to snatch hold of the device. Stones, bones, and water droplets pelt them on their way past, as the objects feel the effects of the area's magical reorientation.

    From behind a nearby thick stalagmite, something lets out a earsplitting screech. Falling into the air is a dark, flailing form. Its limbs are unnaturally slender. Its dark violet skin is stretched over prominent bones, with ribs and other bones standing out as clearly as those belonging to some starving wretch. It wears foul, rotting rags that do little to cover its body. As it comes into the open, Duncan and Jacinth are hit with the full force of its stench.

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    Roll fortitude saves! I would roll these, but I have a reputation for the absolute worst rolls for fortitude in the universe
    oh and also roll for initiative, please!
    Last edited by Aeti; 2014-03-06 at 03:02 AM.

  7. - Top - End - #1087
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    Fort:
    (d20+2)[22]

    Init:
    (d20+7)[10]


  8. - Top - End - #1088
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    Default Re: Strange Fortune

    Panicked and overwhelmed, Jacinth falls back on what she knows best, telling one of her favourite stories from childhood.

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    Jacinth attempts to Fascinate the purple thing. (1d20+9)[19], my perform check is +9 for the thing's saving throw

  9. - Top - End - #1089
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    Default Re: Strange Fortune

    The creature screeches at her as it flails. It does not appear fascinated.
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    duncan's turn!

  10. - Top - End - #1090
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    While carefully ensuring he is still hanging on, Duncan tries to set up an anchor around the statue. He slings a rope around one of the more cornered features, cinches it tight, and works to secure himself and Jacinth to the rope.

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    Use Rope (d20+7)[24]


  11. - Top - End - #1091
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    Default Re: Strange Fortune

    Duncan manages to tie himself and Jacinth to the magical device with firm knots.

    The flailing creature collides with a stalactite as it falls. You watch as it rolls in midair and latches on with its long claws to arrest its ascent. It makes a horrible skrrrrrrreetckkk noise, like nails on a chalkboard. Though it smacks awkwardly against the rock, it manages to catch on.

    It grabs the thick stalactite and easily snaps a smaller piece of stone off, then hurls the jagged rock towards Duncan. He is unable to move out of the way in time, and it cracks against his leg.

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    Duncan takes 2 points of damage.
    You can now use your hands for other things, and don't have to make an effort to remain in place. The creature is 30 ft in the air, gripping firmly to a stalactite.

    Jacinth's turn
    Last edited by Aeti; 2014-04-03 at 11:20 PM.

  12. - Top - End - #1092
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    Jacinth casts Charm Person on the creature.
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    The spell fails. This creature is immune to charm.

    Duncan's turn!

  13. - Top - End - #1093
    Orc in the Playground
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    Duncan fires an arrow at the creature.

  14. - Top - End - #1094
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    Duncan's arrow draws blood as it grazes the monster. It hisses with anger and withdraws into the shadows behind the stalactite.

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    Jacinth's turn, but you can no longer see the creature!

  15. - Top - End - #1095
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    Jacinth draws her shortspear and prepares to throw it at the creature when she gets a clear shot.

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    Delay attack until the thing is visible again. Once gravity reverses hopefully we can pick all our stuff up otherwise all I've got is one level-0 spell, a ****ty sickle, and GUMPTION

  16. - Top - End - #1096
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    Default Re: Strange Fortune

    Jacinth and Duncan don't see the creature. The cavern is eerily silent, save for the patient drip, drip, drip of the natural cavern.

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    You can both act until it reveals itself
    Last edited by Aeti; 2014-04-19 at 09:45 PM.

  17. - Top - End - #1097
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    Default Re: Strange Fortune

    "Try and protect your head." Jacinth hangs on to whatever she can and gets Duncan to do the same, then pokes at the portal box.

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    attempting to flip us back around/do something helpful, Use Magic Device (1d20+4)[20]

  18. - Top - End - #1098
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    Jacinth presses a few of the symbols, and after a moment the panel lights up. Golden fire traces the symbols of the stone panel. The cavern begins to rumble. The wide archway fills with radiant red light, and bursts into life once more. Jacinth and Duncan feel an unpleasant twisting sensation as the cavern's gravity reasserts itself. Rocks fall towards them in a large wave.

    Jacinth manages to avoid any of the falling debris. Duncan, with incredibly keen eyes, spots and grabs a valuable gem embedded in a rock as it falls past.

    Whiskey, Thorin, Yasha and Arf are surprised by the sudden reappearing portal. They can see Duncan and Jacinth in a red lit cavern. They are further surprised by the mangled corpses flailing around the floor. The eyes of Ceresse and the other bandits burn with red light again, and her severed head bites ineffectually at the air. The red eyed zombies appear too damaged to pose a problem to anyone watching where they step.

    Not giving them a moment to bask in their success, the fetid creature leaps out of the shadowed stalactites while giving an inhuman shriek. It was aiming at the two adventurers by the portal device, but it crashes awkwardly nearby. It gets up to lunge at Duncan, but misses.

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    falling rocks!
    You rolled a 19 and a 20. Duncan gains 20 gold pieces worth of blue quartz!

    Also, with one use magic check (and a flubbed jump check just now), Andy managed to deal more damage to the creature than any miscasting adventurer has done to an opponent before!

    Initiative Order -
    Creature
    Whiskey
    Thorin
    Yasha
    Jacinth
    Duncan
    Last edited by Aeti; 2014-04-24 at 10:46 PM.

  19. - Top - End - #1099
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    Both dogs raise their snouts from the floor to observe the portal, startled. Seeing the assault unfold on the other side, Whiskey wastes no time in bounding through the portal to his companions' aid, followed closely by Arf.

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    Whiskey moves to X5.
    Arf moves to W5.

    Whiskey attacks the monster.
    Attack Roll - (1d20+2)[7]
    Bite Damage - (1d4-1)[2]
    Arf attacks and tries to trip the monster.
    Attack Roll - (1d20+6)[11]
    Bite Damage - (1d6+3)[4]
    Trip Attempt - (1d20+3)[5]

  20. - Top - End - #1100
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    The hounds are not overcome by the creature's stench, and leap through the portal. They fail to deal damage to the monster, however.

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    Thorin's turn!!
    Last edited by Aeti; 2014-04-27 at 03:22 PM.

  21. - Top - End - #1101
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    Default Re: Strange Fortune

    Thorin runs through the portal

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    Don't know fortitude save modifiers :(

    Can DM add them? sorryyyy

    (1d20)[15]
    (1d20)[20]

    Thårin

  22. - Top - End - #1102
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    Default Re: Strange Fortune

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    Tharin passes his fort save and Im using that second roll as an attack. Rolling to confirm crit:

    (1d20)[2]
    (1d8)[6]

    just a normal hit! btw I can send you his character sheet too, PM me your email address


    Tharin dashes through the portal. His dwarven constitution steadies him and he manages to slice the creature's arm.
    Last edited by Aeti; 2014-05-07 at 06:33 PM.

  23. - Top - End - #1103
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    Wielding his mace with both hands Yasha rushes towards the creature.

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    Fort
    (1d20+2)[19],
    Attack
    (1d20)[9],
    (1d8+1)[9],

  24. - Top - End - #1104
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    Yasha is able to overcome the creature's stench as he moves into the cavern. His swing misses the nimble creature, and blows apart a nearby stalagmite in a shower of rock fragments.

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    Initiative Order -
    Creature
    Whiskey
    Thorin
    Yasha
    Jacinth
    Duncan

  25. - Top - End - #1105
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    Default Re: Strange Fortune

    Jacinth attacks with the shortspear.

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    As a melee weapon.

    Hit - (1d20)[9]
    Damage - (1d6)[5]


  26. - Top - End - #1106
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    Jacinth swings wildly, narrowly missing her friends. The creature seems untroubled by being surrounded by adventurers. It nimbly dodges attacks while it looks for an opening.

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    Initiative Order -
    Creature
    Whiskey
    Thorin
    Yasha
    Jacinth
    Duncan
    Last edited by Aeti; 2014-05-15 at 06:14 PM. Reason: abundant typos. was i on crack?

  27. - Top - End - #1107
    Orc in the Playground
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    Duncan attacks the creature with his rapier.

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    (d20+4)[9]
    (d6)[2]



  28. - Top - End - #1108
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    Default Re: Strange Fortune

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    I wish we were playing in person so I could keep saying "nien! no hit!"

    you guys roll a lot of nines.


    The monster lashes out with blinding speed, unhindered by its own wounds. Its claws strike into flesh, and the floor is spattered with blood. It also lunges forwards and bites Duncan. Duncan, Jacinth, and Yasha's blood mix together with the slimy cave dirt covering the stone path.

    It makes a hissing noise, strangely stopping and starting. After a moment, you realize it is laughing. Its bloody teeth show as it makes an unholy, jeering smile in the red lit cave.

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    Duncan, Yasha, and Jacinth need to roll fortitude saves before their next turn.
    Duncan took 13, Jacinth took 4, and Matt took 6.


    Initiative Order -
    Creature
    Whiskey
    Thorin
    Yasha
    Jacinth
    Duncan
    Last edited by Aeti; 2014-05-16 at 09:46 PM.

  29. - Top - End - #1109
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    Default Re: Strange Fortune

    Whiskey doesn't seem to take too kindly to the smug gesture apparent to him, and with a frustrated snarl, lunges forward with gnashing teeth. At the same time, Arf tries once again to lock his jaws down on one of the creature's legs.

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    Whiskey tries to bite the creature.
    Attack Roll - (1d20+2)[19]
    Bite Damage - (1d4-1)[3]

    Arf tries to bite and trip the creature.
    Attack Roll - (1d20+6)[14]
    Bite Damage - (1d6+3)[4]
    Trip Attempt - (1d20+3)[7]

  30. - Top - End - #1110
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    Default Re: Strange Fortune

    Whiskey lands a solid bite on the creature, but Arf snaps at open air.

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    Initiative Order -
    Creature
    Whiskey
    "Thorin"
    Yasha
    Jacinth
    Duncan

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