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  1. - Top - End - #91
    Bugbear in the Playground
     
    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 55/55hp - 17AC

    Drask wanders past the huts, giving them a quick glance over for anything that seemed out of place, and eventually comes out the far side where he takes the chance to check out the back of the manor building for other possible entrances. They were going to have to go in there eventually and chances were high that if anything that wasn't mindless undead had moved into, the front door would be more guarded/trapped than a possible back entrance or a broken window low enough to the ground to see into the room and climb through.

    Spoiler: Rolls
    Show
    He'll just use his passive perception/investigation to check the huts (11/10 respectively)

    Checking out the back of the house.
    Perception: (1d20+1)[7]
    Investigation: (1d20)[1]

    Also r2d2go, i think that bonus from your feat only apply to passive checks
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  2. - Top - End - #92
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    redfeline's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Luna keeps her sword out as they move about the region. The area seemed quiet but was likely to change in a hurry, it was safe to assume it wasn't safe just based on what the found already.

  3. - Top - End - #93
    Ogre in the Playground
     
    niks97cobra's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Searching through the huts reveals a single bottle of unopened wine that was hidden beneath a bed, wrapped in cloth.

    Drask
    The manor was built with may of the same properties as a castle. The windows are small, and those large enough to be typical windows, have metal bars across them. Without breaking through the walls or attempting to pull out the bars from the windows, the only real option to entering the house is the front door.

    Zander
    Spoiler
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    Where are you getting +13 from?

  4. - Top - End - #94
    Firbolg in the Playground
     
    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    "Alright. Tuck the bottle into a bag of holding. I don't want it on this plane of existence. I have a plan for a more thorough search when I can change the spells Vivicous has blessed me with," Blightmist tells his companions.

    For now though they were still in good condition, and the house still awaited. "Let's storm the house directly. No going upstairs, no going downstairs, ground floor only and then we back out to recover. And if we encounter anything too dangerous we'll fall back. Agreed?" Blightmist proposed. His warning still flashed in his mind... Woe and Weal. Could it just be too much to handle at once? He knew it was dangerous, but... he needed more information, even if there was a risk of it being wrong. He needed to pray again.

    Spoiler
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    Augury as a Ritual. Question: What would the results be if we stormed the home, attempted to clear out the ground floor then retreated to return after we've recovered?

  5. - Top - End - #95
    Ogre in the Playground
     
    niks97cobra's Avatar

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    Default Re: Spitfire's Flame: Part 2

    The result of the augury remains the same.

  6. - Top - End - #96
    Firbolg in the Playground
     
    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    Damn... there was still too much risk. But they couldn't just return to Spitfire with only one bottle. Blightmist sighed, but didn't amend his plan.

  7. - Top - End - #97
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Zander nods. Hopefully we don't need it, but... I've got good spells for restricting movement, reducing line of sight, that sort of thing, especially against living targets.

    Spoiler: OoC
    Show
    The +13 comes from the Observant feat, which gives +5 to Investigation and Perception, on top of +5 Int and +3 from being trained. Also posted in the OoC thread.
    Last edited by r2d2go; 2015-03-19 at 01:11 AM.

  8. - Top - End - #98
    Bugbear in the Playground
     
    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    As the group makes their way back around to the front of the house, Drask grips the small gravel hanging around his neck, his holy symbol, and begins to pray softly to Protrist while walking behind Blightmist and sighing at the sense of strength after the spell takes effect.

    "That should help if we're ambushed, do you think they know we're here? I suppose the barn collapsing would have alerted anything inside," he asks taking up a position to the side of the front door, out of the way should something come flying out at them.

    Spoiler: OOC
    Show
    Using a Level 2 slot to cast Aid.
    Targets: Drask, Zander & Blightmist
    Effect: Your current and max HP increase by 5 for the next 8 hours.

    Hopefully Luna's absurd HP can keep her safe.

    Spells Remaining
    L1: 3/4
    L2: 1/2
    Last edited by Foodle; 2015-03-19 at 02:03 AM.
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  9. - Top - End - #99
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    niks97cobra's Avatar

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    Default Re: Spitfire's Flame: Part 2

    ROUND 1: POST ROUNDS
    Approaching back around to the front of the house, you step on the front porch. Just as you do, two statues you had not even paid attention to before, leap into action. The winged creatures immediately go for the gnome, screeching as they fly down from the rooftop. One of them rips into Zander with its claws and teeth.

    Attacks
    Spoiler
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    G1 Two Attacks
    (1d20+4)[17]
    (1d6+2)[7]
    (1d6)[3]

    (1d20+4)[20]
    (1d6+2)[7]
    (1d6)[5]

    G2 Two Attacks
    (1d20+4)[10]
    (1d6+2)[6]
    (1d6)[6]

    (1d20+4)[12]
    (1d6+2)[8]
    (1d6)[4]


    Characters:
    Spoiler
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    Drask: AC 17, HP 55/55+5 for 8 hours
    Zander: AC 13, HP 31/ 45+5 for 8 hours
    Blightmist: 21 AC, HP 29/ 45+ 5 for 8 hours
    Luna: AC 18, HP 83/ 83


    Gargoyles
    Spoiler
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    G1 HP: 47
    G2 HP: 57
    AC: 15
    Dex +0
    Wis +0
    Resist: Nonmagical weapons.
    Immune: Poison


    Map
    Spoiler
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  10. - Top - End - #100
    Firbolg in the Playground
     
    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    Gargoyles?! This could be bad. As much as he wanted to reserve his magic, this seemed the perfect situation for what he'd been trying to save it up FOR - a true threat that they'd have difficulty dealing with.

    Muttering a prayer under his breath, surge of brights green energy dancing with fey erupted around Blightmist.

    Spoiler
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    Casting Spirit Guardians. 15 foot radius, movement speed of enemies in there are halved and any creatures entering or starting their turn in the area take 3d8 radiant on a failed DC15 Wisdom save.

  11. - Top - End - #101
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    Default Re: Spitfire's Flame: Part 2

    Spoiler: rolls
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    I think I some how have an extra 3 hp. I will check the barbarian when I get home to make sure I don't have some bonus I forgot, but 12*5 = 60 + 5 *4 = 80. This max hp thing is great for a barbarian.

    No map access today so who ever I can hit I swing at.

    Magic like weapons for the win!

    (1d20+8)[28]
    (1d8+5)[9]
    (1d8+5)[7]

    (1d20+8)[9]
    (1d8+5)[6]
    (1d8+5)[10]

    A crit and a fumble what where the odds.


    Luna swings hard into the closest foe and on her second swing she misses horribly.
    Last edited by redfeline; 2015-03-19 at 01:13 PM.

  12. - Top - End - #102
    Bugbear in the Playground
     
    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    Drask ducks as the gargoyles sweep overhead. Where had those things been? Casting a cautious look at the door, he turns his back on it and charges the nearest monster attacking the gnome. "Leave these to us," he tells Zander as he calls on his god again to protect the small gnome.

    Spoiler: Round 1
    Show
    Move: B10 -> C8

    Action: Meteorite Maul @ G2
    Attack: (1d20+8)[10]; MISS
    Damage: 5 + (1d6)[6], (1d6)[1] | Rerolls: (1d6)[5], (1d6)[3]
    If Crit: (1d6)[3], (1d6)[4] | Rerolls: (1d6)[2], (1d6)[1]

    Attack: (1d20+8)[19]; HIT
    Damage: 5 + (1d6)[3], (1d6)[1] | Rerolls: (1d6)[6], (1d6)[1]
    If Crit: (1d6)[3], (1d6)[3] | Rerolls: (1d6)[1], (1d6)[4]

    Total Damage: 14 Bludgeoning

    Bonus Action: Cast Sanctuary on Zander. DC13 Wis Save if they try attack him as he moves away. End's if he does anything hostile. Otherwise lasts for 1min.

    Spells Remaining
    L1: 2/4
    L2: 1/2
    Last edited by Foodle; 2015-03-19 at 03:10 PM.
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  13. - Top - End - #103
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Zander grimaces in pain, but simply mutters an incantation, creating a whirl of blades in front of him before the sanctuary kicks in.
    Spoiler: Actions
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    Cloud of Daggers, dealing (4d4)[15] damage when a creature enters or begins a turn in the area. Using it on the square of the one Luna attacked.

  14. - Top - End - #104
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    niks97cobra's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Round 2: POST ROUNDS
    The gargoyles continue their onslaught of Zander until sanctuary is cast, then one focuses on Luna instead.

    Gargoyle Attacks
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    G1
    (1d20+4)[12]
    (1d6+2)[8]
    (1d6)[6]

    (1d20+4)[13]
    (1d6+2)[8]
    (1d6)[4]

    G2
    (1d20+4)[5]
    (1d6+2)[5]
    (1d6)[4]

    (1d20+4)[20]
    (1d6+2)[5]
    (1d6)[6]


    Spiritual Guardians
    Spoiler
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    G1
    (1d20)[12]
    (3d8)[9]

    G2
    (1d20)[20]
    (3d8)[14]


    Characters:
    Spoiler
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    Drask: AC 17, HP 55/55+5 for 8 hours
    Zander: AC 13, HP 23/ 45+5 for 8 hours
    Blightmist: 21 AC, HP 29/ 45+ 5 for 8 hours
    Luna: AC 18, HP 78/ 83

    Gargoyles
    Spoiler
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    G1 HP: 27
    G2 HP: 21
    AC: 15
    Dex +0
    Wis +0
    Resist: Nonmagical weapons.
    Immune: Poison


    OOC:
    Spoiler
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    I rushed to do this round before work, so if you see a mistake, put it in ooc and I'll fix it when I get home tonight.

  15. - Top - End - #105
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    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    Drask jerks his maul back from the spinning blades that spring to life around the gargoyle. Zander looked to be a nice addition to their group, magic like this would make holding a choke point extremely effective and in a house full of doors, hopefully, that's the sort of situation they'd likely find themselves in.

    "Hya!" Drask yells swiping at the Gargoyle again, to keep it's attention away from the robe wearing mage.

    Spoiler: Round 2
    Show
    Maul @ G2 / G1 if G2 dies with the first hit (after it takes damage from the cloud of daggers for the start of it's turn)
    Attack: (1d20+8)[26]; HIT
    Damage: 5 + (1d6)[3], (1d6)[4] | Rerolls: (1d6)[3], (1d6)[1]
    On Crit: (1d6)[3], (1d6)[1] | Rerolls: (1d6)[4], (1d6)[6]
    Total: 12 Bludgeoning

    Attack: (1d20+8)[14]; MISS
    Damage: 5 + (1d6)[1], (1d6)[2] | Rerolls: (1d6)[6], (1d6)[4]
    On Crit: (1d6)[5], (1d6)[1] | Rerolls: (1d6)[6], (1d6)[6]
    Total:
    Last edited by Foodle; 2015-03-20 at 10:43 PM.
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  16. - Top - End - #106
    Firbolg in the Playground
     
    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    Blightmist had hoped his magic would draw the gargoyles to attack him to try and end the threat his spell posed. It didn't. The cleric forced himself forward and swung his mace at a gargoyle.

    Spoiler
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    Moving to E10 and attacking G1
    Attack: (1d20+7)[10]
    Damage: (1d8+4)[10]
    Crit: (1d8)[8]

  17. - Top - End - #107
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Zander mentally reviews his spells, considering what he could do without breaking sanctuary. Sighing, he prepares to blast a gargoyle with acid, if they seem close to death.

    Spoiler: actions
    Show
    Acid Splash at both 'goyles if at least one is at 6 or less HP. Looks like I messed it up earlier, it's actually (2d6)[7] damage with a (1d20)[10], (1d20)[13] vs Dex DC 16 for half. So, both take 7.
    Last edited by r2d2go; 2015-03-21 at 03:16 AM.

  18. - Top - End - #108
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    Default Re: Spitfire's Flame: Part 2

    Spoiler: rolls
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    Luna continues her assault on the closest living gargoyle.

    (1d20+8)[20]
    (1d8+5)[12]
    (1d8+5)[8]

    (1d20+8)[12]
    (1d8+5)[13]
    (1d8+5)[8]



    Luna launches to quick attacks at the nearest gargoyle. The first strike catches it across the chest, cosmic stone biting into stone. The second attack aimed at the head was easily dodged on the fight continued
    Last edited by redfeline; 2015-03-21 at 10:54 AM.

  19. - Top - End - #109
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    niks97cobra's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Combat fixed and over.

    The spiritual guardians spell finishes off the second gargoyle, the first killed by Zander's acid splash.

    Characters:
    Spoiler
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    Drask: AC 17, HP 55/55+5 for 8 hours
    Zander: AC 13, HP 23/ 45+5 for 8 hours
    Blightmist: 21 AC, HP 29/ 45+ 5 for 8 hours
    Luna: AC 18, HP 78/ 83

    * post roll count doesn't match database

  20. - Top - End - #110
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    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    Why didn't the gnome move away? Drask looked on confused as the suicidal mage tried to go toe to toe with the gargoyles. They looked like another good whack would break them apart now anyway, so he was happy to help them along.

    Spoiler: Round 3
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    Maul @ G2 and then the other one if i hit.
    Attack: (1d20+8)[10]; MISS
    Damage: 5 + (1d6)[5], (1d6)[3] | Rerolls: (1d6)[4], (1d6)[4]
    If Crit: (1d6)[1], (1d6)[3] | Rerolls: (1d6)[2], (1d6)[5]
    Total:

    Attack: (1d20+8)[28]; CRIT
    Damage: 5 + (1d6)[5], (1d6)[5] | Rerolls: (1d6)[4], (1d6)[3]
    If Crit: (1d6)[1], (1d6)[2] | Rerolls: (1d6)[5], (1d6)[6]
    Total: 26 Bludgeoning
    Last edited by Foodle; 2015-03-22 at 02:56 AM.
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  21. - Top - End - #111
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Spoiler: OoC
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    As noted in the post, I actually didn't want to attack unless I had a good chance to kill, so that sanctuary wouldn't be lifted. The if-then was so I could post before Luna. So the surviving gargoyle is at 15 health rather than 8, and the gargoyles need to make sanctuary saves, if that's ok.

    As to why I don't move back - I'd rather not take AoOs, since the Sanctuary means I have decent survivability anyway, and giving two AoOs increases the total number of attacks the enemies will be dishing out.


    Seeing the gargoyle almost dead, Zander decides to break Sanctuary and releases his blast of acid.

    Spoiler: Rolls
    Show
    Save: (1d20)[11]
    Damage: (2d6)[11]
    See OoC for Cloud of Daggers damage, which should finish off this combat.
    Last edited by r2d2go; 2015-03-22 at 03:11 AM.

  22. - Top - End - #112
    Firbolg in the Playground
     
    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    Well it looked like they were safe... Blightmist sighed in relief. That would have gone a lot worst. None of them dropped, none of them were heavily injured. He wondered what it said that gorillas seemed to be an extensively more dangerous threat than undead and gargoyles? Then again, maybe they'd just gotten a little bit stronger since then...

    Kneeling down, the cleric prayed.

    Spoiler
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    Prayer of Healing: (2d8+4)[7]

  23. - Top - End - #113
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    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    "Do gargoyles breed? Or do mages make them, like those big constructs the mage Telifa has?" he asks as he sweeps the pieces of dead gargoyles off the front step. "Everyone good?" he asks looking around to make sure no one was hurt too badly. Nodding to the group he approaches the door and knocks on it three times before listening for movement on the other side.

    If he hears nothing, he'll carefully open the door.

    Spoiler: Rolls
    Show
    Do i know anything about Gargoyles?
    Nature: (1d20)[12]
    Arcana: (1d20)[2]

    Listening through the door...
    Perception: (1d20+1)[19]
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  24. - Top - End - #114
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    Default Re: Spitfire's Flame: Part 2

    You hear nothing behind the door. Opening the door reveals the foyer of the estate. There are closed double doors leading to right and to the left out of the foyer, as well as a staircase leading to smaller second floor. The staircase looks pretty terrible, mostly rotten. There are some spots in the roof above where light shines through, the roof has seen better days. There was a battle here in the foyer, long ago. Broken arrows, scorch marks, an axe handle and the floor boards are stained with blood.

    Gargoyles
    Spoiler
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    They are elemental beings and can be summoned and created by magic. They are generally used as sentries. Being this close to gnome territory, whoever was or is in charge of the gargoyles, most likely left them instructions to attack anyone, especially gnomes, coming on to the porch, which would be why they were so adamant about attacking Zander.

  25. - Top - End - #115
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    Default Re: Spitfire's Flame: Part 2

    Luna moves about the room taking in details. She is looking at the clues to figure out just how long ago this battle was.

  26. - Top - End - #116
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Zander takes a close look around as well.
    Spoiler: Investigation
    Show
    (1d20+13)[19]

  27. - Top - End - #117
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    RedKnightGirl

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    Default Re: Spitfire's Flame: Part 2

    Originally Blightmist had considered taking out the ground floor before moving up. However it looked like the second story was smaller. Odds were it would be safer than the ground and basement.

    "Let's take a quick look to make sure that it's safe, then go upstaits. We can clear it out then head out to rest and come back in the morning to do the ground floor and basement," Blightmist suggested.

  28. - Top - End - #118
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    Foodle's Avatar

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    Default Re: Spitfire's Flame: Part 2

    Drask - 60/60hp - 17AC

    "I'm not sure that staircase will hold me or you Blightmist, look the timber is practically rotten. Zander might be fine though, do you know that invisible spell?" he asks the gnome, pointing out the the rotten timber as he thought of Bor and Igan.

    He then walks over to check out both of the double doors, if something had left those Gargoyles here they might have more surprises for them that had survived the years.

    Spoiler: Rolls
    Show
    Checking out the doors for traps/to see if they look like they'd open easily.
    Perception: (1d20+1)[4]
    Investigation: (1d20)[14]
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  29. - Top - End - #119
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    DwarfClericGuy

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    Default Re: Spitfire's Flame: Part 2

    Unfortunately, no, though... I can make both sickening and normal fog as well as teleport short distances. So, I should be alright going up.

    Assuming he finds nothing unusual, Zander proceeds up with caution and Misty Step at the ready.

  30. - Top - End - #120
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    Default Re: Spitfire's Flame: Part 2

    Is it my imagination or does this place have very uneven wear. Some items seem full intact and other seem nearly demolished. Any theories?

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