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Thread: Ghostfoot's Age of Worms (IC)
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2013-04-11, 06:31 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
OOC
Spoiler
Soz crossed with Ghost above ... ignore plox
Keeping it simple and just going with action as posted above. Keeping the Whit hide check (1) obv.
Move Action: to BN14 (BM11,BM12,BM13,BN14 =20ft)
Free Action: Drop the light stone and speak
Standard Action: Start Full round action, cast Sleep centered so as to get as many wolves as possible (Wolf in BF16 looks like the best target)
Last edited by NovaZulu; 2013-04-11 at 06:33 AM.
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2013-04-11, 08:37 AM (ISO 8601)
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- Aug 2005
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Re: Ghostfoot's Age of Worms (IC)
Thoradin
"Whats a pack of wolves doing down here?"
He hustles foward towards Van.
SpoilerMove: Four squares, 20 feet from BL15 to BH15.
Standard: Cast Bless, centered on Thoradin
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2013-04-11, 04:07 PM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
The first, wounded, wolf (BE16) takes a 5ft step to BE15 and starts savaging Vandill:
SpoilerWolf 1 To Hit: (1d20+3)[21]
Damage: (1d6+1)[5]
Trip: (1d20+1)[17] vs Vandill Str check (1d20+3)[19]
So 5 damage but no trip.
=> Flimflam & Vandill
Map:
SpoilerLast edited by Ghostfoot; 2013-04-11 at 09:25 PM.
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2013-04-12, 12:28 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Flimflam moves 20ft to BK14 and casts Summon Monster I!
A Celestial Giant Fire Beetle pops into existence on BG16, 5ft steps to BF17 and lays into the into the uninjured wolf with its nasty little mandibles.
SpoilerFirebeetle does a Bite Attack, flanking for (1d20+3)[23] which does (2d4)[3] if it hits.
EditSpoilerhey that's a natural 20! Go beetle go! How do crits work? Roll to confirm and reroll the damage?Last edited by Strudel; 2013-04-12 at 12:30 AM.
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2013-04-12, 12:33 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Spoilerif this is how forums crits work:
SuperBeetle rolled a natural 20, rolls again to confirm (1d20+3)[7] and does (4d4)[9] damage if he hits - bugger, no luckLast edited by Strudel; 2013-04-12 at 12:34 AM.
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2013-04-12, 02:20 AM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
SpoilerBasically a crit works like you have stated - you roll another attack, and if you hit you get to roll damage again and add it to the ordinary damage (excluding any extra damage dice)
The only other minor thing for your action is that Summon Monster has a 1 round casting time, so the creature should appear and attack just before your next turn. We won't worry about it this time though - still ironing out all these nuances.
The beetle starts chewing away...
Map
Spoiler
=> VandillLast edited by Ghostfoot; 2013-04-12 at 02:38 AM.
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2013-04-12, 04:53 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Van starts to twist in position and try to keep from being bitten by too many wolves at once, lashing out quickly at the wolf he kicked before throwing a punch at the wolf to his right.
Spoiler
Hokay I'm assuming osh's friendlies-don't-block-charges was a house rule then. Nevermind.
Flurry of blows at wolf in BE15 first then BF16 if it dies from the first hit (ha, assuming he hits twice)
Attack 1: Unarmed(+4), Flurry(-2/-2), Bless(+1) (1d20+3)[19] for (1d6+3)[8]
Attack 2: Unarmed(+4), Flurry(-2/-2), Bless(+1) (1d20+3)[15] for (1d6+3)[4]
Note flanking bonus ups attack if #2 scores on BF16 after #1 kills BE16 wolf. Oi vey.
Last edited by laughing_boy; 2013-04-12 at 04:54 AM.
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2013-04-12, 05:18 AM (ISO 8601)
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- Mar 2013
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Re: Ghostfoot's Age of Worms (IC)
Vandill's attacks both strike home. The first wolf crumpled to the ground and lies motionless. The remaining animal attempts to savage you in return.
Spoiler
Wolf: Attack (1d20+3)[14]
Damage (1d6+1)[5]
trip (1d20+1)[3] vs Van (1d20+3)[7]
=> RevLast edited by Ghostfoot; 2013-04-12 at 05:20 AM.
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2013-04-12, 06:50 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Revell Jypch
Revell continues the incantation to ensure the wolf is not awoken by the frenzy of battle raging above its head.
Taking a quick step to his right he unslings his crossbow and begins reaching for a bolt.
OOC
Spoiler
Standard Action: Complete full round action (sleep spell) from round 1 (the effect hit a little earlier than expected on this spell :P)
5ft step: to BM15
Move action: Unslings Crossbow ready to load and shoot in round 3
Grats Laughing_Boy on the first fully legal combat post of the thread.
=> ThoradinLast edited by NovaZulu; 2013-04-12 at 06:56 AM.
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2013-04-12, 08:45 AM (ISO 8601)
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- Aug 2005
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Re: Ghostfoot's Age of Worms (IC)
Thoradin
Thoradin steps forward, draws his warhammer, and swings at one the wolves savaging Van.
Spoiler
Move: Five foot step to BG15.
Attack: Warhammer +5 (+1 Bless) (1d20+6)[20] for (1d8+2)[7]
Confirm Crit, if needed, (1d20+6)[19]
OOC: I was under the impression that shield hands could cast spells. Must be wrong, couldn't find anything to support it. I've never played a cleric before so there might be some more growing pain.
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2013-04-12, 03:43 PM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
Thwack! Thoradin brings down the last remaining wolf.
SpoilerUpdate & xp to follow when I get a sec (feel free to post any comments or actions in the meantime)
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2013-04-12, 09:34 PM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
'Thanks for bringing your hammer along Thoradin, now how about a little blessing to fix up these tooth holes?' says the monk, nursing one arm slightly. 'Those furry bastards play rough.'
SpoilerOOC: I'm down 10 hp. With only 7 left, A lucky wolf could take me out of the action.
Any house rules on heal checks Ghostfoot? Don't know if it's standard to use them to provide first aid on non-dying characters.
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2013-04-13, 02:45 AM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
'Pop'! Flimflam's beetle disappears back into the ether.
At the next branch of the corridor (where Vandill & Thoradin are) you can see to the east and west.
To the east the corridor is blocked after about fifteen feet by huge blocks of collapsed rubble.
To the west the corridor extends about forty feet, ending at a small marble platform raised a handspan above the floor. A strange, shattered apparatus rests on the platform. Having a curved, oval shape it gives the appearance of having once been a full-length dressing mirror. Only about a third of the frame is left intact.
Ahead (to the north), you can still make out the flickering green light in the distance.
A vicious wolf sleeps soundly at your feet....
Updated map:
SpoilerLast edited by Ghostfoot; 2013-04-13 at 02:54 AM.
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2013-04-13, 03:08 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Revell Jypch
Revell stoops and collects his lightstone looking at it thoughtfully. 'This won't do at all.' he mutters. He quickly sets about improvising a few torches from tree limbs and strips of the old bedroll collecting Whittaker on the way.
'And someone kindly take care of that wolf for me' he calls.
OOC
SpoilerLooked in PHB, PHB II, DMG, Arms and Equipment Guide, CAdv and Dungeonscape as well as online ... could not find any rules for improvising torches. I'm certain it is a case of user error.
So just rolling a Int check in lieu of anything more useful: (1d20+2)[15]
Figure we might get 50% efficiency out of the oil so 1 flask = 3 hours/3 torches? Let me know ghost and i will update my char sheet etc.
Once done Revell is ready to move on and invesitage the broken mirror.Last edited by NovaZulu; 2013-04-13 at 03:10 AM.
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2013-04-13, 04:45 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Flimflam reloads his crossbow and walks up to stand beside the sleeping wolf. He shoots a bolt directly into it's skull for (hopefully) a quick, clean death.
SpoilerCoup de grace on a helpless enemy - automatic crit for (2d6)[7] + (1d6)[6] sneak attack. If that doesn't kill the wolf outright, it needs to roll a fort save of DC 10 + my damage or die.
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2013-04-13, 04:54 AM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
It's over for Rover. You put it down.
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2013-04-13, 05:11 AM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
Rev, you check out the broken mirror. A glyph the size of a dinnerplate has been carved into the baseplate of the platform. There are a few small shards of broken black glass lying in the dust. Inside the remaining rim you can make out numerous runes and symbols carved into a slot (where the glass would have been held).
Flimflam, you recognise these as arcane symbols signifying some aspect of transportation. The glyph in the base of the pedestal seems to represent the name of someone/something. The symbolism is reminiscent of elemental air.
SpoilerI rolled Knowledge (arcana) check for both of you.
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2013-04-13, 05:34 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Flimflam patters around the broken mirror, inspecting it from all angles. "Transportation...air...some kind of communication device or means of teleportation perhaps. Clearly not fully functional anymore but..maybe there might be some faint trace of something" He mutters out a Detect Magic spell and takes a closer look, careful not to touch anything.
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2013-04-13, 07:15 AM (ISO 8601)
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- Mar 2013
Revell Jypch
Revell begins sketching the glyph into his notebook but becomes quickly distracted by the shards of glass lying in the dust. Picking up a small piece he rolls it slowly back and forth between his fingers as he wanders around the pedestal.
'You know there doesn't look to be enough glass here if you ask me; almost as if it broke into the reflection. Could this be where ...?'' he trails off.
OOC
SpoilerRev will give the pedestal and remaining frame a quick mundane search (1d20+2)[19] while Flimflam sorts out the magic side of things.
Unless Flimflam's det. mag. or rev's search discovers something Rev is ready to move on toward the mysterious green light (or back to camp if Van needs) ... after checking his hair and wardrobe in any remaining mirror naturally.
Light spell has probs expired by now so switching to torch 1. Small scrap of glass goes absently into a coat pocket.
'Vandill you look a little pale to be frank, are you feeling quite well?'
=>VandillLast edited by NovaZulu; 2013-04-13 at 07:15 AM.
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2013-04-13, 12:31 PM (ISO 8601)
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Re: Ghostfoot's Age of Worms (IC)
Thoradin
"I think you could use some healing lad."
Thoradin hooks his hammer on his belt and places his hand on Van's chest and begins chanting.
Spoiler(1d8+1)[6] Spontanous casting, replacing Obscuring Mist. If this doesn't cure him fully Thoradin will use Cure Minor Wounds.
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2013-04-13, 08:39 PM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
Rev & Flimflam poke around the broken apparatus but find nothing further of note (either magical or mundane).
Thoradin's prayer to his dwarven god is answered with a surge of mystical energy that staunches the blood seeping from Vandill's wounds. Soon there is nothing but fresh pink skin marking where the wolf bit him.
Looking around, Thoradin's dwarfish intuition leads you to believe that the collapsed eastern passage is impassable. It looks well and truly caved-in. That being the case, you all head onward towards the flickering green light...
The central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom with translucent spider webs. The eerie green light flickers from somewhere beyond the webs, casting strange shadows about this room. The webs obscure all further vision.
The corridors to the east and west extend into darkness. Those with superior vision (Thoradin and Flimflam) can see to the far end of both corridors.
To the west, three short steps lead to a wide marble dais at the end of the corridor.
Huge slabs of cracked masonry and scattered debris choke the eastern wing. Thoradin, you can see a low 10ft wide gap under a slab leading through the rubble.
The sibilant, almost human whispers present in the passage become a chorus in this massive chamber, eerily echoing off the walls.
Whittaker and Chesdale both still seem slightly agitated. You can all small the faint rank odour of animal spoor and wet fur.
Map
Spoiler
(In case you were wondering, you are seeing the effect of bright torchlight and shadowy torchlight radiating from Revell. The darker area to the north actually represents where Thoradin & Flimflam can see to with darkvision/ lowlight vision.)
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2013-04-13, 09:16 PM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
Rev, as you ponder the meaning of the strange glyphs you wonder about their similarity to the ancient glyph-language of the djinni. Some unorthodox scholars consider this long-dead language the original written form of Auran (the common language of otherworldy elemental air creatures).
You don't know much about djinni, except that they founded the forerunner of what is now the southern land of Calimshan many thousands of years ago.
SpoilerSorry, I forgot your Knowledge (History) check earlier.
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2013-04-13, 10:58 PM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Flimflam approaches the dais, checking the area for anything untoward.
SpoilerSearch of fail dice. Will roll in next postLast edited by Strudel; 2013-04-13 at 11:00 PM.
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2013-04-13, 11:00 PM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
SpoilerTrying again, this time without stuffing up the preview thing: Search roll of (1d20+8)[13]
He asks Chesdale to stay back near the party in case he's about to explodeLast edited by Strudel; 2013-04-13 at 11:01 PM.
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2013-04-14, 01:52 AM (ISO 8601)
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- Mar 2013
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- NZ
Re: Ghostfoot's Age of Worms (IC)
Approaching the end of the corridor a wide dais spans the back half of the wing, calling attention to a faded fresco painted on the walls. The fresco is painted such that from a vantage point at the centre of the dais it makes it look like you stand within a massive room with seven short hallways radiating outward. At the end of each hallway hangs is painted a different coloured lamp hanging on a long chain.
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2013-04-14, 01:54 AM (ISO 8601)
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- Mar 2013
Revell Jypch
While Flimflam searches Revell inspects the webs from a safe distance and chats idly with Thoradin, dwarfs being prized conversationalists on matters fabrication.
'Did you ever notice Thoradin, when you where at anvil, how superheated sand forms into the most unusual colors of glass? Magester Jonahan presented his quite wonderful exhibition Pause Evocation at the Watchful Order last year. The interaction of electricity and sand can produce a most delightful and delicate fulgurite filigree.'
Revell shoots up straighter with a pained and slightly nauseated look on his face as if kicked in the privates.
My sincere apologies for the revolting progression " delightful delicate fulgurite filigree". Alterative dactylic tetrameter will from henceforth be known to me as the stumbling sorceror or simply a Jypch. Perhaps I missed my true calling writing stilled verse for the vapid young nobles of Waterdeep. He takes a moment to compose himself. 'I think you may have enjoyed the exhibition Thoradin.'
Recognizing the intricacies of glass are likely to be just as interesting to Flimflam he goes on.
'What do you think there Flimflam? Black mirror's no good for the bathroom wouldn't you say? But lightning and sand, Djinn and deserts, like in Calamshan yes?'
OOC
SpoilerNps on the check ... entirely consistent with the way Rev works to get the insight some minutes after everybody has moved on.
Spot for anything in the webs, or dangling from the celing above us about to envenom the party (1d20+1)[16]
Last edited by NovaZulu; 2013-04-14 at 02:09 AM.
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2013-04-14, 02:11 AM (ISO 8601)
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Re: Revell Jypch
You can see dozens of tiny spiders living in the webs. Nothing overtly hostile, but still a bit creepy (perhaps). The webs obscure your vision, but you can make out the first few steps of a staircase leading down. The green light seems to be flickering down there, not too far away.
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2013-04-14, 02:39 AM (ISO 8601)
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- Mar 2013
Revell Jypch
Suppressing a slight shiver Revell turns toward the dais to the west. 'I recommend we check out that passage to the east before we descend friends. We may yet find some sign of the lost youth in the wolves den', he says.
He is clearly rather more interested in the fresco and quietly hoping someone else will lead the way into the den ... and possibly search it for signs of the lost youth.
Spoiler
Stack of knowledge checks below re the fresco ... key factors seeming to be the 7 colored lamps and the symmetry of the arrangement suggesting equal importance and any relation to known factors ... Air/Calimshan
k(Arc): (1d20+3)[9]
k(His): (1d20+6)[12]
k(Rel): (1d20+6)[21]
k(Local Waterdeep): (1d20+6)[25]
Otherwise happy to move on to the east.
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2013-04-14, 03:17 AM (ISO 8601)
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Re: Ghostfoot's Age of Worms (IC)
None of you are able to discern any connection between the rainbow of lamps and djinni, air elementals or Calimshan in general.
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2013-04-14, 03:42 AM (ISO 8601)
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- Mar 2013
Re: Ghostfoot's Age of Worms (IC)
Flimflam collects Chesdale back up from the ground and stows him safely in his ratsack before sneaking over to explore the rubble in the eastern hall.
SpoilerCast Mage Armor (+4 armor)
Hide (1d20+7)[22]
Move Silently (1d20+6)[11]