Shal's body moves with ease upward, though she feels no force on her feet as there would be if a step were really there. Rather the force emanates out of her as the position of her body matches her will.
Well there's four directions and four of us so it's perfect, let's split up.
Man I sort of wish I was still that naive about DnD, 'twas a simpler time, where I was certainly destined to die horribly (though that part is probably still true) but I was ever so hopeful about the future.
Knowledge the Planes: Comparing what he sees and senses here with his knowledge of planes, to see if he has some idea what/where the Weirding is.
Dice Roller1 D20 rolled with a +5 modifier
7 + 5
Orell takes a light breath in through his nose, then he snorts and gags reflexively as his senses are assaulted by the putrid stench.
He stares as Shal takes a step upward on the nothingness of the plane. "So the laws of the plane would be based on your will?" Orell speculates aloud. Perhaps if he chose to fall through the "floor" - no, Orell cuts off his train of thought as he decides that doesn't seem like the most wise or pleasant idea he's ever had.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Orell notes that negative energy seems to be a component of this plane. However, it's normal function at least in the spot you are in now is being channeled to a different purpose. He also retroactively recalls that there was more positive energy than normal in the Hangrim barony that was also being channeled.
Shal shrugs. "It's a reasonable theory. Let's find out for sure."
Shal imagines herself flying up several feet, hovering there for a moment, then gently going back down to the level of the rest of the group. Then she focuses her will as though she were going to cast a spell. Instead of the manifestation of magic, however, she tries to make herself fly up and down instead of stepping.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
As Shal ascends up into the dark portions above their heads, her body is wracked with a jolt of black energy that crackles as it drains away her life force, leaving her cold all over.
Shal shivers as the black energy steals her heat, and immediately wills herself to descend. "Don't go into the dark. It... hurts."
The smell finally gets to her, and she slightly wretches as she says "I think we should choose a door and go through. We're not going to get anywhere moving up or down. And I'm going to pass out of I have to keep breathing in this room."
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I'm bumping this thread. The activity is not too bad but I'd like to see a little more, please. At least so that you guys don't get stuck at boring points.
Going to mod a bit to move things along.
"We were walking towards the West, I think, before we got pulled in," Orell offers; "Seems as good a direction as any to me."
Tel'mak nods in agreement as he mounts Rish, who surprisingly has no trouble with the concept of flying. "West it is," he states, but halts Rish for a moment "hold on a minute" Tel'mak states as he begins to make some gestures and say some words in his native Gith tongue, causing a shimmering barrier to grow around his mount and recant them again until a barrier, thoug seemingly less bright shimmers around himself. He then begins chanting divine mutterings as his weapon shimmers with divine energy. He also puts away his glow globes, since this faint glowing is enough for his tiger to see. "Alright, let's move out," he fianlly says, guiding his tiger mount to follow whoever is leading.
Castin inertial armor, augmented on Rish, unaugmented on self, Magic weapon on my spear. Flying is one of Rish's tricks (since i have spells that allow flying).
new ACs are 22 for rish and 27 for Tal'mek
To players: does anyone not have darkvision or lowlight vision?
To DM: Also,now that we have a mage capable of casting vampiric touch, would it be okay to change my current spell stored to be vampiric touch?
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
My character has Darkvision when Vraid takes control, but as Orell he's stuck with his lame human eyes.
So ASA has pegged Orell as the most probable leader? *Looks at other group members so far.* Yeah, I guess I should have seen that by now. Plus, I'm the meat shield, so it works best if I stand in front... Wow, I feel slow now.
Orell leads the way down the west passage, keeping his eyes peeled for the dead or anything else out of the ordinary. He wonders silently, morosely, just how difficult it will be to escape this place.
Standard Spot and Listen to hopefully avoid surprise and such:
Dice Roller1 D20 rolled with a +18 modifier
10 + 18
Dice Roller1 D20 rolled with a +18 modifier
7 + 18
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
The passage continues for a time before forking into two directions.
Orell hears a moan coming from behind him as the group reaches this point. Turning, you see three ghastly figures. Their skeletal bodies smolder with black flame, blurring them into their spectral surroundings, and they hold blades of this fiery substance.
"What do you know," The one to the left hisses as it works its jaw, in imitation of a gesture that would require its tongue to be intact; "New meat."
"Yeah, well, if we all do the job of flaying them this time, I think we all ought to get an equal share of the flesh," The one to the right says, almost a whine.
"So you're saying that even though we're going to brutally torture and murder the living, there ought to be some moral principle by which we divide up their carcasses?" The one on the left replies dryly.
"It isn't right that you ate ALL of her, last time!" The one on the right objects; "I helped. You're being selfish. We always had isonomy for the sacrifices at the temples."
"I think they might think you're being selfish, too, when you're tearing them limb from limb," The left one responds.
"Shut up, both of you, or you wont either get anything," The center one finally says in irritation, then he raises his blade; "I'm starving. Time for you people to die."
Caex may possibly be the de facto leader, but since he replied more recently, I didn't mod him.
@Id_Ego: I'm not sure I understand your question. If you're referring to red_0mega's character, he's not joined the party yet.
Anyway... Once again, you guys can post your tentative actions with initiative and edit as needed so that we can all save time.
Ok, that makes sense too. When I thought you modding me had a bit more significance, Shal was the reason I didn't quite get it. Then I thought perhaps it's because she's the extremely-inquisitive wizard personality just a bit more outgoing than the norm.
Now are the enemies' actions surprise round or at initiative? For the purposes of this post I'm going to assume the latter. (EDIT: But with this initiative roll, I won't be changing my actions because of that question...)
Inititave: (Can free actions go before initiative? It doesn't matter this fight, because I'm going to cast stuff before Orell tranforms, but in the future it's worth a +1 or more if I can.)
Dice Roller1 D20 rolled with a +3 modifier
11 + 3
Orell speaks a soft phrase as he casts a protective spell over Shal, then he mutters, "My Fists as Your Blade," and instantly erupts into pure-white flames. Then just as quickly these flames vanish and standing in Orell's place is a man with a few of Orell's same features, but this one is tall with a heavily muscled frame. His body is licked with light traces of the white flame to mirror the fiends before the party.
Vraid laughs boomingly, "Foolish deathings! You have awoken the anger of one who's righteousness you cannot comprehend. Quake in fear and beg forgiveness for your sins, and perhaps I will not honor you by crushing you to spectral dust without delay."
Vraid steps into a position to make himself the easiest target to reach of the group.
Casting Shield Other on Shal (she gets +1 deflection to AC and +1 resistance to saves) and I take 1/2 the damage she would. Lasts for 5 hours but only as long as we are within range of each other (35 ft).
My movement is basically stepping into either the exact center of the hallway (assuming a 3 square wide area), or just making sure I'm standing in front of the middle creature and hopefully giving space for my teammates to back up if they want to.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Internet issues ATM. For some reason my browser keeps screwing up and having to recover the page. I can't post anything with any length or it'll just get deleted. I'm working on it right now.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Internet fixed. Can now make post without it being deleted.
Initiative
Dice Roller1 D20 rolled with a +6 modifier
12 + 6
Didn't take critical damage, by the way.
Edits coming after I see Shal's initiative roll.
The fiery blade just manages to penetrate Shal's defenses, scoring a searing wound across her cheek. She lets out a cry of agony as the weapon's magic starts weakening her. She focuses on her training, using sheer willpower to overcome the physical pain.
Shal uses Mind Over Body to replace her Fort save with a Concentration check against the save's DC. The check doesn't automatically fail on a natural 1 like a normal saving throw.
Concentration check
Dice Roller1 D20 rolled with a +25 modifier
10 + 25
Shal takes a step back in midair from the creature and throws her left hand in a circle around herself, a trail of silver powder falling around her. With a word infused with arcane power and a gesture, an aura of protection forms around Shal, warding her against evil creatures and their powers.
She faces her attacker, waiting for his next move.
Shal takes a 5-foot step away from the undead and casts Protection From Evil on herself.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Baendurn advances on the right flank, assisting Shal by charging the spectral foe that assaulted the drow. Bautugothat slips out of its sheath with ease at the last moment and slashes eagerly in a downward half-moon arc.
Charging the rightmost foe, two-handed. Arcane Striking with a 3rd-level spell.
Tentative turn:
Tal'mek directs rish to take a step back, but stay to stay within range of as many skeletons as possible, as he begins a druidic chant, culminating with him stretchinghis hands forth, from which 3 strands of kelp launch, one at the lead creature, and 2 at the creature in front of him. Having done this, Rish begins to attack the creature in the center.
Rish takes 5 ft step back,keeping all 3 within reach if possible.
Tal'mek casting kelp strand, targeting the central skeleton once, and the left one twice. Touch attacks (Center, left, left)
Dice Roller3 D20s rolled with a +11 modifier
2 + 11
5 + 11
9 + 11
Grapple (ibid)
Dice Roller3 D20s rolled with a +16 modifier
1 + 16
13 + 16
12 + 16
Rish attacks the center skeleton (who might be flatfooted if grappled)
Flat footed? attacks (claw, claw)
Dice Roller2 D20s rolled with a +14 modifier
17 + 14
13 + 14
bite
Dice Roller1 D20 rolled with a +7 modifier
12 + 7
grapples (if needed, on each attack needed)
Dice Roller3 D20s rolled with a +17 modifier
19 + 17
7 + 17
15 + 17
claws+rake
Dice Roller3 D8s rolled with a +9 modifier
7 + 9
6 + 9
3 + 9
bite(total)
Dice Roller2 D6s rolled with a +2 modifier
1 + 2
6 + 2
also would it be okay for me to switch to a long spear? I just realized that reach will be needed... also the roll on the bite which got a natrual 1 may not be needed if grapple was initiated
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
The skeletal figure on the right strikes out at Shal and hits her hard, though she manages to shrug off the blade's black flames.
Tal'Mek's kelp wraps around each three while they struggle against it, while his beast attacks.
Vs. Kelp:
Dice Roller3 D20s rolled with a +10 modifier
3 + 10
8 + 10
19 + 10
Vs. Rish:
Dice Roller3 D20s rolled with a +10 modifier
13 + 10
10 + 10
11 + 10
The center skeleton begins to burn into nothingness at the tiger's attacks. He screeches in agony as his body immolates.
The center attacker's blow misses Orell altogether, while at nearly the same time, Shal puts up a protective spell. Following this, the left-most attacker misses Tal'Mek.
Baendurn lays a heavy blow into the foe on the right while Orell places himself between Shal and harm's way.
***
The attacker on the left lashes out at the grapping kelp while the one on the right flies up into the dark space above your heads and fires off a ray of smoldering darkness at Tal'Mek.
Note: you don't need to roll miss chance against these guys.
I'd like to point out tat the left foe is grappled (the second strand on him got it) and as such, can only either attack the grappler (the kelp) escape, or cast a spell Okay so apparently according to the spell, you can only escape aritist or grapple the kelp. Personally I think spells should be possible too, since that is an action you can take while grappling. I'll just roll my grapple again and assume it holds while acting. update (still) forthcoming for my turn
also do i get an attack of opportunity with Rish? (reach) or was it not possible to be within 2 squares of them all? assuming no
Rish lashes out against the grappled skeleton, as her master draws a javelin and throws it at the skeleton currently flying in the air, the javelin cackling with lightning as it strikes it's target.
grapple for kelp
Dice Roller1 D20 rolled with a +16 modifier
14 + 16
Attacks for rish
Dice Roller3 D20s rolled with a +14 modifier
14 + 14
13 + 14
18 + 14
auto garpple, since the kelp actually can't fail the grapple vs a 14...(claw/claw/rake)
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
I went to the trouble of creating a map, which is attached. The following positions are everything as of the end of round 1.
Rish was adjacent to the center and left attackers, but too far away from the right. Orell was adjacent to the center attacker but not the left or right.
Shal once again whirls her arm above her head, this time flinging the silver dust around Tal'mek. With the same word of magic and arcane gesture, a silvery aura forms around the druid, protecting him from the touch of these evil creatures.
She's not foolish enough to charge up into the darkness after the creature. Not after what she experienced the first time she went up there.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Baendurn presses the advantage, scolding himself when his blade stroke without any ethereal interference for not recognizing their material nature sooner. He lunges, takes a ghost step, then strikes the skeleton with a full assault starting two full strokes of Bautugothat. He then draws a warfan with rapid speed, sweeping it across its bony chest. At the end of that motion he rips the cloth from his jaw, revealing the fiendish graft as he gores the skeleton with it.
Feint then Full attack, starting with 2-handing Bautogothat, then going to 1-hand and iajutsu-drawing a warfan as an off-hand attack, then a bite attack
Feint
Dice Roller1 D20 rolled with a +19 modifier
16 + 19
Bautugothat attacks
Dice Roller1 D20 rolled with a +12 modifier
9 + 12
Dice Roller1 D20 rolled with a +7 modifier
17 + 7
Bautugothat damage
Dice Roller1 D12 rolled with a +5 modifier
2 + 5
Dice Roller1 D12 rolled with a +5 modifier
8 + 5
Crescent Fan Attack, +4 if feint successful in addition to flat-footed
Dice Roller1 D20 rolled with a +11 modifier
13 + 11
Damage
Dice Roller1 D8 rolled with a +1 modifier
2 + 1
Iajutsu Focus
Dice Roller1 D20 rolled with a +13 modifier
17 + 13
14 means a whopping +1d6 damage
Potential Iajutsu Damage
Dice Roller5 D6s rolled
4
4
5
4
2
Bite Attack
Dice Roller1 D20 rolled with a +8 modifier
20 + 8
Damage
Dice Roller1 D4 rolled with a +1 modifier
2 + 1
Bloody hell I just whiffed almost all of those rolls!
Sorry for the quiet. I've been a bit occupied with school.
I need an action for KK.
Baendurn's onslaught by some odd chance manages to completely miss its foe as he disappears into the blackness, though Orell (or rather, Vraid) manages to spot him.
Shal's protective spell goes up over Tal'Mek, whose attack grazes the fleeing undead. Rish's attacks lay heavy blows on the grappled foe.
Private Mod Note
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Man I sort of wish I was still that naive about DnD, 'twas a simpler time, where I was certainly destined to die horribly (though that part is probably still true) but I was ever so hopeful about the future.
Knowledge the Planes: Comparing what he sees and senses here with his knowledge of planes, to see if he has some idea what/where the Weirding is.
He stares as Shal takes a step upward on the nothingness of the plane. "So the laws of the plane would be based on your will?" Orell speculates aloud. Perhaps if he chose to fall through the "floor" - no, Orell cuts off his train of thought as he decides that doesn't seem like the most wise or pleasant idea he's ever had.
*LARGE CHESHIRE GRIN*
Orell notes that negative energy seems to be a component of this plane. However, it's normal function at least in the spot you are in now is being channeled to a different purpose. He also retroactively recalls that there was more positive energy than normal in the Hangrim barony that was also being channeled.
Shal imagines herself flying up several feet, hovering there for a moment, then gently going back down to the level of the rest of the group. Then she focuses her will as though she were going to cast a spell. Instead of the manifestation of magic, however, she tries to make herself fly up and down instead of stepping.
{Magic: The RPG}
Damage:
The smell finally gets to her, and she slightly wretches as she says "I think we should choose a door and go through. We're not going to get anywhere moving up or down. And I'm going to pass out of I have to keep breathing in this room."
{Magic: The RPG}
I'm bumping this thread. The activity is not too bad but I'd like to see a little more, please. At least so that you guys don't get stuck at boring points.
Going to mod a bit to move things along.
"We were walking towards the West, I think, before we got pulled in," Orell offers; "Seems as good a direction as any to me."
new ACs are 22 for rish and 27 for Tal'mek
To players: does anyone not have darkvision or lowlight vision?
To DM: Also,now that we have a mage capable of casting vampiric touch, would it be okay to change my current spell stored to be vampiric touch?
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
So ASA has pegged Orell as the most probable leader? *Looks at other group members so far.* Yeah, I guess I should have seen that by now. Plus, I'm the meat shield, so it works best if I stand in front... Wow, I feel slow now.
Orell hears a moan coming from behind him as the group reaches this point. Turning, you see three ghastly figures. Their skeletal bodies smolder with black flame, blurring them into their spectral surroundings, and they hold blades of this fiery substance.
"What do you know," The one to the left hisses as it works its jaw, in imitation of a gesture that would require its tongue to be intact; "New meat."
"Yeah, well, if we all do the job of flaying them this time, I think we all ought to get an equal share of the flesh," The one to the right says, almost a whine.
"So you're saying that even though we're going to brutally torture and murder the living, there ought to be some moral principle by which we divide up their carcasses?" The one on the left replies dryly.
"It isn't right that you ate ALL of her, last time!" The one on the right objects; "I helped. You're being selfish. We always had isonomy for the sacrifices at the temples."
"I think they might think you're being selfish, too, when you're tearing them limb from limb," The left one responds.
"Shut up, both of you, or you wont either get anything," The center one finally says in irritation, then he raises his blade; "I'm starving. Time for you people to die."
Caex may possibly be the de facto leader, but since he replied more recently, I didn't mod him.
@Id_Ego: I'm not sure I understand your question. If you're referring to red_0mega's character, he's not joined the party yet.
Anyway... Once again, you guys can post your tentative actions with initiative and edit as needed so that we can all save time.
Initiative (Center, Left, Right):
Attack (Orell):
Damage:
Make a Fortitude save (if hit) or take:
Constitution damage and gain a negative level.
Attack (Tal'Mek):
Damage:
Make a Fortitude save (if hit) or take:
Constitution damage and gain a negative level.
Attack (Shal):
Damage:
Make a Fortitude save (if hit) or take:
Constitution damage and gain a negative level.
Critical:
Damage:
Another Fort or:
Con damage + 1 negative level
Now are the enemies' actions surprise round or at initiative? For the purposes of this post I'm going to assume the latter. (EDIT: But with this initiative roll, I won't be changing my actions because of that question...)
Inititave: (Can free actions go before initiative? It doesn't matter this fight, because I'm going to cast stuff before Orell tranforms, but in the future it's worth a +1 or more if I can.)
Vraid laughs boomingly, "Foolish deathings! You have awoken the anger of one who's righteousness you cannot comprehend. Quake in fear and beg forgiveness for your sins, and perhaps I will not honor you by crushing you to spectral dust without delay."
Vraid steps into a position to make himself the easiest target to reach of the group.
My movement is basically stepping into either the exact center of the hallway (assuming a 3 square wide area), or just making sure I'm standing in front of the middle creature and hopefully giving space for my teammates to back up if they want to.
{Magic: The RPG}
Initiative
Didn't take critical damage, by the way.
Edits coming after I see Shal's initiative roll.
The fiery blade just manages to penetrate Shal's defenses, scoring a searing wound across her cheek. She lets out a cry of agony as the weapon's magic starts weakening her. She focuses on her training, using sheer willpower to overcome the physical pain.
Concentration check
She faces her attacker, waiting for his next move.
Her AC is now 24 vs. evil creatures.
{Magic: The RPG}
Initiative
Attack
Miss Chance
Damage
Iajutsu Focus
31 means an extra 5d6 damage
Potential Damage
Tal'mek directs rish to take a step back, but stay to stay within range of as many skeletons as possible, as he begins a druidic chant, culminating with him stretchinghis hands forth, from which 3 strands of kelp launch, one at the lead creature, and 2 at the creature in front of him. Having done this, Rish begins to attack the creature in the center.
Tal'mek casting kelp strand, targeting the central skeleton once, and the left one twice.
Touch attacks (Center, left, left)
Grapple (ibid)
Rish attacks the center skeleton (who might be flatfooted if grappled)
Flat footed? attacks (claw, claw)
bite
grapples (if needed, on each attack needed)
claws+rake
bite(total)
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Tal'Mek's kelp wraps around each three while they struggle against it, while his beast attacks.
Vs. Kelp:
Vs. Rish:
The center skeleton begins to burn into nothingness at the tiger's attacks. He screeches in agony as his body immolates.
The center attacker's blow misses Orell altogether, while at nearly the same time, Shal puts up a protective spell. Following this, the left-most attacker misses Tal'Mek.
Baendurn lays a heavy blow into the foe on the right while Orell places himself between Shal and harm's way.
Note: you don't need to roll miss chance against these guys.
Hide:
Ranged touch (Tal'Mek):
Damage:
Restore hit points:
Escape Artist:
Grapple:
can only either attack the grappler (the kelp)escape, or cast a spell Okay so apparently according to the spell, you can only escape aritist or grapple the kelp. Personally I think spells should be possible too, since that is an action you can take while grappling. I'll just roll my grapple again and assume it holds while acting.update (still) forthcoming for my turnalso do i get an attack of opportunity with Rish? (reach) or was it not possible to be within 2 squares of them all? assuming no
Attacks for rish
auto garpple, since the kelp actually can't fail the grapple vs a 14...(claw/claw/rake)
bite
Attack for Tal'mek
damage if hitting
lightning damage:
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
You are correct. I read the result as a 24 instead of a 34.
Editing the action...
I went to the trouble of creating a map, which is attached. The following positions are everything as of the end of round 1.
Rish was adjacent to the center and left attackers, but too far away from the right. Orell was adjacent to the center attacker but not the left or right.
She's not foolish enough to charge up into the darkness after the creature. Not after what she experienced the first time she went up there.
{Magic: The RPG}
Feint
Bautugothat attacks
Bautugothat damage
Crescent Fan Attack, +4 if feint successful in addition to flat-footed
Damage
Iajutsu Focus
14 means a whopping +1d6 damage
Potential Iajutsu Damage
Bite Attack
Damage
Bloody hell I just whiffed almost all of those rolls!
Sorry for the quiet. I've been a bit occupied with school.
I need an action for KK.
Baendurn's onslaught by some odd chance manages to completely miss its foe as he disappears into the blackness, though Orell (or rather, Vraid) manages to spot him.
Shal's protective spell goes up over Tal'Mek, whose attack grazes the fleeing undead. Rish's attacks lay heavy blows on the grappled foe.