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Thread: The Metropole's Dark Rising
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2012-07-11, 11:49 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Pedimesa loock directly to the foes and make a almost undectable movements (DC (1d20+7)[21] to spot his movements). Aren't you tired of all this stalking, all this murder life? Why don't you just walk over there and lay down for a quick nap?
(2d4)[8] HDs of enemys (choose they from southeast to northwest, fewer HDs first) have to make a will save, DC 18, or get hipinotised (fascinated) and are very friendly (two steps more friendly in attitude) to my suggestions for (2d4)[5] rounds: walk over of the combat and lay prone in the ground until disturbed. Everyone who have to make the saves take a -2 in attacks and AC for one round.
after that, 5ft to G7.
Hypnotism
Spoiler
Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.Last edited by Andrezitos; 2012-07-11 at 12:59 PM.
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2012-07-11, 12:08 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
"Woah, were those guys came from!?"
Lacko casts Color spray on this enemies, hiting several of them. then he falls back to C2
Spoiler
will save DC 14 negates. shoots cone straight ahead, hitting A,B,C,F,G
if less then 2 HD: (2d4)[6], (1d4)[3]
if less 3 or 4 HD: (1d4)[2]
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2012-07-11, 12:27 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
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2012-07-11, 12:29 PM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Omar will wait to Kunzler and Serafan act and then will cast a Snake's Swiftness on Serafan to make him attack again.
"You want me dead? You better talk first with my bodyguard here", taps Serafan's back.
Also, Zafarius will cast Bless froma scroll to aid the attacks from all allies "May Pelor shine over us".Last edited by Chimaera; 2012-07-11 at 12:31 PM.
Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.
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2012-07-11, 12:34 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Porto Alegre, Brazil
- Gender
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2012-07-11, 12:45 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
Pedimesa loock directly to the foes and make a almost undectable movements (DC (1d20+7)[21] to spot his movements). Aren't you tired of all this stalking, all this murder life? Why don't you just walk over there and lay down for a quick nap?
(2d4)[8] HDs of enemys (choose they from southeast to northwest, fewer HDs first) have to make a will save, DC 18, or get hipinotised (fascinated) and are very friendly (two steps more friendly in attitude) to my suggestions for (2d4)[5] rounds: walk over of the combat and lay prone in the ground until disturbed. Everyone who have to make the saves take a -2 in attacks and AC for one round.
after that, 5ft to G7.
Will saves:
(1d20+4)[18] "e"
(1d20+3)[6] h
Can anyone create a OoC thread for my campaign?Last edited by Kevinho; 2012-07-11 at 12:55 PM.
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2012-07-11, 12:53 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
Will save DC 14: [Color Spreay]
A: (1d20+5)[17]
B: (1d20+3)[17]
C: (1d20+4)[7]
F: (1d20+3)[17]
G: (1d20+3)[11]
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2012-07-11, 12:54 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
"c" and "g" are stunned and blinded by (1d4)[3] and then stunned for one more round
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2012-07-11, 01:03 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Hey, fellas, dont treaten the "H" dude. Leave this one for the last.
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2012-07-11, 04:27 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
Last edited by Kevinho; 2012-07-11 at 04:27 PM.
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2012-07-11, 06:09 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: The Metropole's Dark Rising
Looking to Omar after him tap my backs: I know what you guys are feeling, and, until my muscles keep leading my mind, I'll not let you fall budies!
I'll look now to the blinded one ("A") and will try to smash his head:
Hit: (1d20+9)[25]
Damage: (3d6+9)[20]
The second hit will be on the same target, but, if he dies, I'll hit the "energy green blade guy" ("B").
Sneake's swiftness:
Hit: (1d20+9)[22]
Damage: (3d6+9)[14]"Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."
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2012-07-11, 09:28 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
Mastur screams at the top of his lungs:
"YOU SHALL FEAR NOTHING MY COMRADES! CRUSH THEM!"
and starts to sing a song to boaster his friends' courage.
Spoiler+1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rollsLast edited by Piruca; 2012-07-11 at 09:38 PM.
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2012-07-11, 10:40 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
i'll conjure shocking grasp at my blade and attack "d"
(1d20+9)[13] dmg (1d8+4)[11] +magic(3d6)[10]
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2012-07-11, 11:30 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
Their turn!
"a" died at the second attack. "c" and "g" still stunned for 2/3 rounds. "h" is fascinated for 4/5 rounds.
"f" started to concentrate and Andrezito must make a Will save dc 19 or takes (5d10)[34] damage. (success means no damage) (1d100)[81] (1-10 = piça)
"d" enters in rage state and 5-ft to F5 and attack Brose, [PA 3] (1d20+8)[15] Damage: (2d6+16)[23]
"b" enjoys the flank position at D5 and attacks Brosse too, (1d20+9)[29] Damage: (1d6+4)[6] + (2d8)[5]
"e" will 5-ft step to G5 and throw a thunder stone at southeast inch of D3. Attack: (1d20+4)[22] (AC: 5) and everyone in the area makes a fortitude save DC 15 or be deafened. Any mage deafened has 20% arcane miss chance (Applicable to singing a song either).
Pedro: (1d20+5)[22]
Brose: (1d20+3)[22]
Rich: (1d20+4)[20]
Andre: (1d20+3)[11]
Bohrer: (1d20+3)[19]
Kunzler: (1d20+1)[7]
DON'T FORGET THAT THE "A" OF THE RED TEAM IS DEAD!!!!!
SpoilerLast edited by Kevinho; 2012-07-11 at 11:52 PM.
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2012-07-12, 09:08 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Since Pédimesa survived the attack, Zafarius will turn his attention to negochops: "I wont let you down, my friend", will move B4 and defensively cast Cure Moderate Wounds: (2d8+8)[18] on negochops. Also, he'll be dodging "b".
AC 18 (19 vs "b")
Remember everybody get bonuses from the bless and bard song (even though they don't stack): +1 bonus on attack rolls, damage and save vs. fear and charms.
SpoilerPrepared Spells:
0: Cure Minor Wounds (3), Light (1);
1: Cure Light Wounds* (1), Sanctuary (1), Faith Healing (1), Lesser Vigor (1);
2: Cure Moderate Wounds* (0), Healing Lorecall (1), Close Wounds (1), Darkness (1).
*Domain spells.Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.
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2012-07-12, 12:09 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Pedimesa moves to E2 and cast a sleep spell centered in H5, affecting e and d. DC 17, or get helpless for 3 min. Spot check DC (1d20+8)[15] to be able to see his movements. (1d100)[7] (20% of arcane spell failure)
(ooc: put a mark in the a guy, like a blood pool or a whrite something, to make clear he is dead. Me and Pedro use InkScape to draw our maps, very easy and light program.)
Last edited by Andrezitos; 2012-07-12 at 12:18 PM.
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2012-07-12, 02:03 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
Mastur keeps singing and gets ready to use his healing belt when it's necessary.
Singing failure check: (1d100)[21]
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2012-07-12, 06:36 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
If neither d and e are asllep
Spoiler
Lacko gets himself to A2 and casts another color spray straight south, hitting only the vile d and e
If either d or e are asllep
Spoiler
Lacko gets himself to A2 and prepares to cast a spell against the vile f, waiting for him to initiaite the casting of another magic or similar trick.
prepare to cast lesser orb of acid at f: attack when he casts a spell/manifest power, etc
ranged touch: (1d20+4)[11], damage (2d8)[9]
if damage is 8 or lessI'll use a luck re-roll for spell damage and take this result instead: (2d8)[10] (magical fortune feat)(damage was not 8 or less, ignore this re-roll)
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2012-07-13, 05:34 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: The Metropole's Dark Rising
Hearing the sweet sound of Mastur's voice, and feeling the holy smell of Zafarius' bless, I'll 5-FT to C6 and hit the Psionic-Dude ("F") with all my mojo.
Hit: (1d20+10)[26]
Damage: (3d6+10)[23]
If he dies, ignore all below.
Sneake's Swiftness:
Hit: (1d20+10)[18]
Damage: (3d6+10)[13]Last edited by Serafan; 2012-07-13 at 05:40 PM.
"Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."
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2012-07-14, 09:19 PM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
My turn will be Snake Swiftness at Serafan.
Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.
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2012-07-16, 11:08 AM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: The Metropole's Dark Rising
Kevinho is away right now. He is at our granmma's house with his girlfriend and will be at my home again soon, so, he will be able to continue our campaign.
Hold on wbitches and wizards."Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."
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2012-07-17, 05:08 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
at my next action, i'll make the same attack i've already done. since i've missed the last, the spell still continous in the blade.
attacking D:
(1d20+9)[24] + shocking grasp (3d6)[9]
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2012-07-17, 11:54 PM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
Andrezito didn't cast the spell correclty due to his deafness.
The second attack from Milke killed the psionic guy.
Kunzler keeps singing.
Zafarius healed Brose.
Beschoren casts his color spray at "d" and "e".
'd' is stunned and blinded by by (1d4)[4] and 1 additional round of stun, and took (1d8+4)[8] from the weapon damage of Brose.
'c' and 'g' are stunned and blinded by 1 round and 1 additional round of stun.
'a' and 'f' are dead.
'b' decided to 5-ft step to E6 and uses his standart action to de-fascinate 'h'.
'e' moves to F3 and try to trip 'f'.
touch attack: (1d20+4)[16] Trip check: (1d20+6)[13] against (1d20+1)[2]
In case of succes he'll hit him in the ground.
(1d20+9)[13] and steal one spell:
(1d3)[1]
1-healing lorecall
2-close wounds
3-darkness
~~~~~~YOUR TURN~~~~~~
SpoilerLast edited by Kevinho; 2012-07-17 at 11:55 PM.
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2012-07-18, 07:39 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Pédimesa (e) moves to D1 and attack e with his hand crossbow.
(1d20+2)[17](1d4)[2]
Take that, modafuka!
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2012-07-18, 01:41 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
Mastur sees "E" approaching and casts Sleep on him.
Sleep DC 15
Arcane Spell Failure chance: (1d100)[85]
SpoilerThe singing bonus goes on for 5 more turns for those who weren't deaf last turn e 4 more turns for the deaf ones.
To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.
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2012-07-18, 02:22 PM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Zafarius thanks Pelor for the sleeping rogue and as a movie action stand up and then cast Sanctuary over himself (Will DC 15 to attack him - 3 round duration)
He'll be dodging b
Sanctuary
SpoilerSanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise
directly attack the warded creature,
even with a targeted spell, must attempt a
Will save. If the save succeeds, the
opponent can attack normally and is
unaffected by that casting of the spell. If
the save fails, the opponent can’t follow
through with the attack, that part of its
action is lost, and it can’t directly attack the
warded creature for the duration of the
spell. Those not attempting to attack the
subject remain unaffected. This spell does
not prevent the warded creature from
being attacked or affected by area or effect
spells. The subject cannot attack without
breaking the spell but may use nonattack
spells or otherwise act. This allows a
warded cleric to heal wounds, for example,
or to cast a bless spell, perform an augury,
summon creatures, and so on.
If anyone ned healing, he'll use Close Wounds as immediate action.
Zafarius Spells:
SpoilerPrepared Spells:
0: Cure Minor Wounds (3), Light (1);
1: Cure Light Wounds* (1), Faith Healing (1), Lesser Vigor (1);
2: Healing Lorecall (1), Close Wounds (1), Darkness (1).
*Domain spells.
Omar look at the hard time the assassin are getting and then say: "You were all talking after all. You said you gonna kill me, but you can't even bypass my bodyguard?" after that, Omar cast Enlarge Person at Serafan.
Enlarge Person
SpoilerEnlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid
creature, doubling its height and
multiplying its weight by 8. This increase
changes the creature’s size category to the
next larger one. The target gains a +2 size
bonus to Strength, a –2 size penalty to
Dexterity (to a minimum of 1), and a –1
penalty on attack rolls and AC due to its
increased size.
A humanoid creature whose size increases
to Large has a space of 10 feet and a
natural reach of 10 feet. This spell does not
change the target’s speed.
If insufficient room is available for the
desired growth, the creature attains the
maximum possible size and may make a
Strength check (using its increased
Strength) to burst any enclosures in the
process. If it fails, it is constrained without
harm by the materials enclosing it—the
CHAPTER 11:
SPELLS
227
spell cannot be used to crush a creature by
increasing its size.
All equipment worn or carried by a
creature is similarly enlarged by the spell.
Melee and projectile weapons affected by
this spell deal more damage (see Table 2–2
in the Dungeon Master’s Guide). Other magical
properties are not affected by this
spell. Any enlarged item that leaves an
enlarged creature’s possession (including a
projectile or thrown weapon) instantly
returns to its normal size. This means that
thrown weapons deal their normal
damage, and projectiles deal damage based
on the size of the weapon that fired them.
Magical properties of enlarged items are not
increased by this spell—an enlarged +1
sword still has only a +1 enhancement
bonus, a staff-sized wand is still only
capable of its normal functions, a giantsized
potion merely requires a greater fluid
intake to make its magical effects operate,
and so on.
Multiple magical effects that increase
size do not stack, which means (among
other things) that you can’t use a second
casting of this spell to further increase the
size of a humanoid that’s still under the
effect of the first casting.
Enlarge person counters and dispels
reduce person.
Enlarge person can be made permanent
with a permanency spell.
Material Component: A pinch of powdered
iron.
The greathammer used by Serafan delas now 4d6 damage.
Omar's Spells:
SpoilerPrepared Spells:
0: Message (2), Mage Hand (1), Open/Close (1), Amanuensis (1), Detect Magic (1);
1: Reduce Person (1), Shield (1), Benign Transposition (2);
2: Invisibility (1), Bull's Strenght (1)Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.
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2012-07-18, 07:24 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Porto Alegre, Brazil
- Gender
Re: The Metropole's Dark Rising
Lacko (A)decides to amke use of the favorable advantages to turn the "blind and stunned" into "dead".
He moves to B6 and attacks G with his reachy glavie. His wepon is engulfed by flames for a moment, just before striking
Spoiler
swift action: casts buring blade, adding 1d8 fire damage to all my attacks for 1 round
standard: slashing attack vs G (1d20+7)[24], damage (1d10+4)[8], fire (1d8)[6] (inclues +1 form inspire courage and +2 on attack vs blind foe (ie. I'm considered invisible))
if fire damage is 3 or lower, I'll use a luck re-roll on spell damage: (1d8)[4](no need)
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2012-07-18, 07:59 PM (ISO 8601)
- Join Date
- Jun 2012
Re: The Metropole's Dark Rising
Tellia will attack D again using blad of blood in the weapon (I lose 5hp).
(1d20+10)[27] dmg (1d8+5)[11] magic (3d6)[9]
That will show you not to mess with us again
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2012-07-22, 02:17 AM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: The Metropole's Dark Rising
"- Hey Omar, nice move! Just what I'd expect from the man with the same code as the boss."
And since Zugurosh doesn't like crossbow's guys, you know his next move. C6 and powerattacking the modafoca (G)!
Hit: (1d20+9)[24][was 11, PA = 2].
Damage: (4d6+12)[30][+2 PA = 34].Last edited by Serafan; 2012-07-22 at 02:23 AM.
"Lot of mysteries hover around Zugurosh, but there's a thing that everbody could say, just by looking at him: there's something on deep of his soul that makes mostly of knowed-creatures avoid to look at his eyes; something about his past provokes true shudders only for staying more than a minute by his side."
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2012-07-26, 09:42 AM (ISO 8601)
- Join Date
- May 2012
Re: The Metropole's Dark Rising
All your attacks seems to work well.
'e' is sleeping.
'g' is dead.
'c' is stunned only, for one round.
'd' is badly hurted and is stunned by 4 rounds and blinded too.
'b' as a move action focuses on his blade and attacks Brose again, attack: (1d20+7)[24] damage: (3d6+4)[19] + (2d8)[7]
'h' casts a spell [magic missile] at Brose too. Damage: (2d4+4)[7]
You all see the sky openning and lighting Pedro and taking him to the heavens.
~~~~YOUR TURN~~~~
Spoiler