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Thread: Dark Tales IC

  1. - Top - End - #271
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Nah, there are double doors at end and passages to left and right in front of them

    Let's try the big doors

  2. - Top - End - #272
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Fenix ( I assume) stores the tattered cloak? Or are ya leaving it?

    Then he moves to the intersection and looks both ways before crossing!! Yay safety

    There is nothing that obviously screams threat and in case j forgot to mention there is a door at each end of the pathways with each path going about 60ft from the large double doors in the middle
    Spoiler: spot DC 15 again!
    Show
    closer to the doors now the party notices very faint writing above the doorway in common
    ready yourself, remain calm...

    The double doors are made of stone and the doors farther away are well made wood

  3. - Top - End - #273
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    (1d20)[11] Spot+6

    Big doors. Don't want to get trapped if something comes out of them while we are down the side passages

    (1d20)[4] Search+10

    Gorwin checks for traps

  4. - Top - End - #274
    Barbarian in the Playground
     
    Kobold

    Join Date
    Feb 2017

    Default Re: Dark Tales IC

    (1d20+1)[3]

    Blognaa waits patiently at the doors.
    I will see your Peasant Railgun and raise you a Kobold Particle Accelerator.

  5. - Top - End - #275
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Spoiler: gorwin
    Show
    you notice a fairly intricate trap that seems to open up the doors at the ends of the halls if these doors are opened (dc19 disable device)

  6. - Top - End - #276
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Hmm. Well it seems if we open the big door then the other two will open, which probably means that there isn't anything nice behind them.

    Gorwin goes and checks out the other two doors

    (1d20)[9] Spot+6
    (1d20)[16] Listen+6
    (1d20)[11] Search+10

    I can try and disable it, but I'm worried I might trip it. You want me to risk it, or we just set it off and then back up?
    Last edited by wilphe; 2019-05-21 at 02:02 AM.

  7. - Top - End - #277
    Bugbear in the Playground
    Join Date
    Sep 2014

    yuk Re: Dark Tales IC

    Spoiler: gorwin
    Show
    you notice nothing untold, but your search reveals the traps do not go the other way ,aka opening the left or right door will not open the large doors

  8. - Top - End - #278
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    Spot (1d20-1)[3]

    Yes I store the cloak, I wasnt looking both ways like crossing the street, but to check the hall for guests before moving to the middle.

    let's try left first

  9. - Top - End - #279
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Ok

    Gorwin opens the left door

  10. - Top - End - #280
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Upon opening the door the party sees a trio of skeletons!! Their eyes start to glow and they pull weapons out of rotted sheaths time for more combat! ( this is..surprisingly combat heavy)

    (1d20+2)[12] initiative roll for skeletons
    (S1 has a morning star S2 has a shortdword and S3 has a dire flail)

  11. - Top - End - #281
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    (1d20)[14] Initiative +7

    I can't really hurt these

    Gorwin scuttles back to where the 10' pole is and grabs it

  12. - Top - End - #282
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    (1d20)[18] init
    I can soften them up, try to bottleneck them in the door...
    As soon as I can......3d4 fire, 15 foot cone; because I'm a fire genasi, I cast fire spells at +1 caster level
    Spoiler: burning hands
    Show

    Burning Hands
    Evocation [Fire]
    Level: Fire 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 15 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

    Dc14 reflex for half for the skeletons
    Last edited by DwarvenWarCorgi; 2019-05-22 at 07:34 AM.

  13. - Top - End - #283
    Barbarian in the Playground
     
    Kobold

    Join Date
    Feb 2017

    Default Re: Dark Tales IC

    Initiative (1d20+4)[8]
    Blognaa drops his scythe and pulls his club out because pointy doesn't break bones!

    Then he moves toward the nearest skeleton to smack it cross the skull.

    (2d20)[7][10](17) +5
    (1d10)[1] +4
    I will see your Peasant Railgun and raise you a Kobold Particle Accelerator.

  14. - Top - End - #284
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Fenix moves up and fires off burning hands!!
    (1d20+3)[15] for reflex! Need damage rolled unless you want me to ( if so (3d4)[11] )

    If the SKELETONS are still up gorwin backs up and blognaa moves to whatever is left

  15. - Top - End - #285
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Let's just use my roll lol...

    The skeletons attempt to dodge but the damage is still to great! They collapse in a jumble and the flames start spreading onto some piles of clothing in the room

  16. - Top - End - #286
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    Move to help extinguish the flames.

    Grab the morning star one had after all's said and done
    agreed. Pointy doesnt hurt bones

  17. - Top - End - #287
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Good job

    Gorwin also moves to try to put the flames out.

  18. - Top - End - #288
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    thanks, anyone want to wager a gold there's more skeletons at the other end of the hall?

    Search the room (1d20+2)[16]

  19. - Top - End - #289
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    It'll be zombies

  20. - Top - End - #290
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    The flames are put out fairly quickly revealing a now burned set of ...dark purple robes with the same symbol from before ( clenched fist surrounded by fire) and 50gp

    There are remains of what look like a book but the fire+ time has rendered it unreadable

    There is also the remains of a bed tucked into the corner but its rotted and eaten away at

  21. - Top - End - #291
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    Is the book solid enough to take, or will it just fall apart? If its solid, I'll take it, wanna try Mending tomorrow.

    Fenix moves to the other end of the hall and listens (1d20-1)[17] at the door

  22. - Top - End - #292
    Barbarian in the Playground
     
    Kobold

    Join Date
    Feb 2017

    Default Re: Dark Tales IC

    Blognaa picks up his scythe and heads for the opposing door in the hallway, almost throwing his ear to it.

    (1d20+6)[15]
    I will see your Peasant Railgun and raise you a Kobold Particle Accelerator.

  23. - Top - End - #293
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Mending would not restore the book, but it is solid enough carry if you want to?

    Both fenix and blognaa move up to the door and listen!! They both hear moans and groans coming from the other side! Gorwin is guna win the bet about it being..ZOMBIES!

  24. - Top - End - #294
    Bugbear in the Playground
     
    DruidGuy

    Join Date
    Jun 2018
    Location
    New England

    Default Re: Dark Tales IC

    Fenix throws gorwin a coin.

    good call. Let's try it this way this time; open the door and stand to the side.

    I wait for one of them to open the door, then Turn Undead (1d20)[4] (max hit die phb159)
    If enough, (2d6+2)[10] (number of HD worth of zoms that flee)


    Edit:that 4 means my level minus 2 is the highest HD I can turn. So zero hd...... letting that CHA mod be zero til lvl4 isnt working out lol
    Last edited by DwarvenWarCorgi; 2019-05-23 at 08:01 PM.

  25. - Top - End - #295
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Gorwin gets ready

    (1d20)[18] Initiative +7

  26. - Top - End - #296
    Barbarian in the Playground
     
    Kobold

    Join Date
    Feb 2017

    Default Re: Dark Tales IC

    (1d20)[10]+4 Initiative

    Blognaa opens the door and sees the flash do nothing!

    So uh...Gonna bash now.

    If he can Blognaa will charge the nearest zombie! (PA -2 for +4)
    (2d20)[17][9](26) +3 (5 w/charge)
    (1d10)[6] +8 Blunt because zombies have bones too.
    I will see your Peasant Railgun and raise you a Kobold Particle Accelerator.

  27. - Top - End - #297
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    (1d20-2)[13]

    gorwin won initative so currently blognaa opens the door fenix readied action to turn goes off and seems to affect nothing ( sorry bout that bud)

    unless my zombies somehow won the start GORWIN is up there are currently 4 zombies inside the room ( 4 orc zombies to be exact ) 20ft from the door ( room is 50x50)

    on the zombies turns they all move to the nearest living target! ( unless blognaa goes first instead refer to spoiler!)
    Spoiler: zombie strike
    Show

    if blognaa takes his action he will be in range for 2 hits!

    zombie 1 (2d20)[3][9](12)+5
    damage if hit (1d6+4)[7]

    zombie 2 (2d20)[19][4](23)+5
    damage if hit (1d6+4)[10] both strikes are x2 damage on a crit(20)

    other zombies will move to surround blognaa


    Turn order is gorwin,blognaa,zombies,fenix!
    Edit again sorry : zombie 3 will provoke an aoo from blognaa when it moves into position
    Last edited by finaldooms; 2019-05-24 at 08:17 PM.

  28. - Top - End - #298
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Gorwin drops
    Spoiler: Grease
    Show


    Conjuration (Creation)


    Level:
    Brd 1, Sor/Wiz 1

    Components:
    V, S, M

    Casting Time:
    1 standard action

    Range:
    Close (25 ft. + 5 ft./2 levels)

    Target or Area:
    One object or a 10-ft. square

    Duration:
    1 round/level (D)

    Saving Throw:
    See text

    Spell Resistance:
    No

    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

    The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
    on them

    (1d100)[76] ASF15%

  29. - Top - End - #299
    Bugbear in the Playground
    Join Date
    Sep 2014

    Default Re: Dark Tales IC

    Rolling for grease (4d20)[16][11][18][4](49)+0 reflex saves what was the DC? Its 13 right?

    If 1 and 2 fail then -4 to hit on attack rolls if 3 and 4 fail then move action to stand and that's it if passed then move as planned ( moving less than half speed so no need to make the check also leaves the grease)
    Last edited by finaldooms; 2019-05-25 at 01:35 AM.

  30. - Top - End - #300
    Troll in the Playground
    Join Date
    May 2018
    Location
    Morocco

    Default Re: Dark Tales IC

    Save dc is 15

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