Speck AC21/22(Dodge) HP:41/41 Wednesday September 15th, 2010 11:06:05 PM
OOC: that would be real nice. :)
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Wednesday September 15th, 2010 11:52:42 PM
OOC: I wasn't sure if I could just target the Hold Person spell, and I also wasn't sure if it was actually 2 x Hold Person spells (1 for each fairy that wsa casting).
My interpretation of the wording of the spell, is that because I targetted an individual (rather than a spell), each spell currently in effect on the character must make a check vs dispel - ie: i probably cancelled all magic in effect (good or bad). Sorry Speck, thought I was helping! DMs call though.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+24=34 4d8(1+8+4+1)+15=29 d20+19=33 4d8(1+2+4+8)+15=30 5d6(2+3+4+4+3)=16 d20+9=21 d20+8=20 d20+6=15 d20+6=21 Thursday September 16th, 2010 1:23:07 AM
The wording that Kiri used was "Rather than asssault the fairies, she instead casts Dispel magic at Speck." If you want to direct it specifically at a spell, then research exactly how dispel magic works and use the wording they use. I'm just gunna stick with my original ruling, she blasted the heck out of the weave of magic around Speck.
On the other hand... Anyone read Shadowdale series of forgotten realms by RA Salvadore? Magic is described as being a weave of different colors strewn in a tapestry, and dispel magic is like a blast of darkness in the light that shuts it out. Takes skill to wield it effectively, like a surgeon trying to only knick certain beams of light , so maybe Kiri's natural 20 on the dispel check is what the creators of the rules was trying to imagine as this. It would be a good reason to let it only target a specific spell.
I'm sold, Kiri's natural 20 shows that her prowess in the arcane arts run deep indeed.
Kiri - Kiri recognizes the paralyzing power of the spell and then, Precisely, she recognizes the magic and wields her dispel magic to only cut the yellow haze of the Hold Person spell. Hero point for Kiri Who know's what she can do given time and experience.
Knowledge Nature or Arcana DC 20: Highlight to display spoiler: {" The faeries power works as thus: they can cast spells at a level dependent on how many of them are touching at one time. Four faeries touching equals level 4 spells. Two are level two spells, and so forth. Separating them is the trick..."}
Lucky: Lucky, standing behind Sir John casts Cause Serious Wounds and a purple necrotic energy envelops the halfling's hand. He then tumbles enough in a kinda sloppily manner to get around Sir John and within range of the Minotaur(check my placing of you). He thrusts his hand, burning with anti-life power, at the minotaur. But alas the beast sees it coming, his hoof raises and kick's Lucky's tiny hand to the side before he can discharge the energy into the Minotaur. The minotaur shouts "You will not claim what is rightfully ours!" with a thunderous voice.
Speck: Freed from the hold person and still holding on to his enchantments.He dodges tree roots and whips out his wand, shielding himself from the light spectrum. Then he moves to K-13.
Now both Speck and Kiri are invisible. Anyone else wanna be a one-trick pony?
Sir John: Since your a DM, go ahead and edit this spot with your action and we will go from there! I think I just invented a new system for people missing a post.
OOC - Sorry for missing yesterday, but had several RL issues going on... Sir John's saves - Will Save vs. Blindness vs DC17 (Will = 20 so OK). Save vs. Reflex vs. DC16 (Reflex = 15, nope...
Sir John manages to avoid the faeries diabolical light by closing his eyes briefly, but in that moment, he fails to see the tree roots coming up from the ground and becomes entangled. He tries to free himself (Str = 21) and manages to chop off a few roots and free his feet...
Their Turn
The faeries realize that this situation is getting serious real quick. The two that are free slap their hands together and instantly teleport to the Trunk of the tree The faeries then grab the magical Pie Piece that is embedded in the trunk and seem to... aim it at the other faeries? Yes! The crafty little devels, Knowledge Nature or Arcana or Common Sense DC20 Highlight to display spoiler: {They seem to have found a way to utilize the Sacred Pie Piece of the diety Bangle. What magic does this thing hold?} Then, a blast of light comes from the Pie Piece in the tree and it hits the tentacles grappling the other faeries. The tentacles flop back and a few of them explode in a blue goo. Disgusting. The spell is utterly... dispelled.
Then, the two faeries that were grappled and burned are now pissed off. They too teleport to the tree trunk and grab the Pie Piece.
It seems to be powering up for something...
(The minotaur's actions will only not happen if Sir John can somehow whip out about 100 damage in the next turn) The Minotaur laughs a gurgled, throaty laugh, a little blood spews from his mouth. "Your end is near. We may be mortals, but Bangle shall never die!' The Pie Piece on his chest begins to glow violently. He then connects his two greataxes together into one humongous axe and cracks it down on Sir Arthur's head with all his might. Knowledge Religion DC 16 Highlight to display spoiler: {Apparently our Minotaur budy has taken some levels of Bizarro-Paladin, he can Smite GOOD!}
A wave of necrotic energy engulfs Sir John with each massive blow. Pieces of the Paladin's armor chip and fly off as the axe pierces into him twice. Hit AC 34 for 29 slashing/necrotizing damage and AC33 for 30 of the same juice.
RemsusRemsus is flying in the air towards the tree, he shoots another Fireball directed at the faeries and the Pie Piece, "Destroy it!" He shouts! The fireball explodes on them, but unfortunately Faeries have a really high Reflex save and they dodge a lot of the damage. The Tree gets hit pretty good though.
Roots: Roots start to shoot up even more as the Pie Piece powers up. Reflex DC 18 or get pierced by barbs... which halves your movement until you are healed in some way
Minotaur: -57hp... and whatever John can whip out last turn. Fairie 1 - 32 damage from tentacles and wall of fire Fairie 2 - 38 damage from tentacles and fire Fairy 3 - 24 fire damage Fairy 4 - 18 fire damage Tree - 36 fire damage
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Fun combat huh?
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+15=20 ; d20+15=28 ; d20+2=3 ; d20+11=23 ; 10d6=27 ; Thursday September 16th, 2010 2:32:50 AM Knowledge (Arcana) vs DC 20 = 20 + 1 (Lucky) = 21 = Success, phew! Knowledge (Arcana) vs DC 20 = 28 = Success Knowledge (Religion) vs DC 16 = 3 (Natural 1) = Miserable Fail Reflex Save vs DC 18 = 23 = Success
OOC: Unsure if Sir John is blinded or not, or whether I should try and dispel that too...
Kiri is shocked when she sees the tentacles explode. Her favourite spell hadn't failed her before, but the fairies had found a way to overcome it. She realises that they have more power when grouped together. More roots appear underfoot, and the fairies are definitely planning something.
Sensing the urgency of the situation, Kiri drops her invisibility and launches a fireball at the fairies, tree and pie piece (27 dmg. Saving throw for half). She then backsteps to N6.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 4 (7-3:Blink, Dispel Magic, Fireball) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left d20+21=27 ; d8+16=17 ; d6=1 ; d6=4 ; d20+16=31 ; d8+16=22 ; d6=6 ; d6=6 ; Thursday September 16th, 2010 10:16:54 AM I edited the DM's post to add SJ's last post = He's not blind but was entangled. However, in his full action last turn, he managed to free himself...
Sir John is physically rocked back by the Minotaur's attack and is stunned by the force of the blows. Blood and pieces of armor are strewn everywhere...
Yelling to his friends, SJ calls, "A little healing here!!! One more hit and I'm down for good!!! He doesn't have time now to heal himself and hopefully his friend Lucky can give SJ a piece of his own luck...
Facing the minotaur, Sir John nods at the worthy foe and says, "Good shot my friend, but you're going to have to do a little better than that to finish me off! Let's see how you like this!
With the same attitude as before, SJ uses another Smite Evil and hits the Minotaur again with two solid blows...
Hit AC 27 for 17 pts + 1 fire + 4 shock = 22 (what's with the low rolls here???) Hit AC 31 for 22 pts + 6 fire + 6 shock = 34 Total = 56 dmg
Speck AC21/22(Dodge) HP:41/41 d20+13=20 ; d20+15=28 ; d4+1=3 ; 3d6=7 ; d20+14=28 ; Thursday September 16th, 2010 9:57:25 PM
OOC: I'll go with what the DM says. :) Spells still active on Speck: Expeditious Retreat (+30ft to base move), Eagle's Splendor (+4 to Cha), Detect Secret Doors, and now Invisibility, oh, and Haste.
Ref DC18 d20+13 (outside the 20' lucky bonus) = 20 +1 (ah I keep forgetting we are all hasted) = 21
Speck moves to I15 - D15 (total of 40' out of 50' move (20+30)). From D15 he utilizes his Spring Attack to attempt to grab the Pie-Piece from around the minotaurs neck, springing to D13, thus flanking him (10' moved), Note: the Spring Attack does not incure AOO from the creature under attack.
Flanking +2 to hit, Invisibility negates target DEX to AC, Invisibility grants +2 to hit ( i think it stacks with Flanking)
Note: the d20+15 was a Backstab but I changed my mind, I'll use the same d20 roll but with the new mod for the Sleigh of Hand instead of the mod for attack. Ignore the dmg rolls of d4 and 3d6.
Speck attempt to snatch the amulet, Sleigh of Hand DC20, d20+8 = 13+8= 21 (or 23 since Speck is Invisible?)
Spot check DC21 (or 23), if he fails to beat 21, Speck has taken the pie-piece without him noticing it. If he beats the 21, he notices something getting it, (Per Sleigh of Hand, beating DC20 is a success at getting an item), what he does to keep Speck from getting away, I don't know...
Speck Springs through the Wall of Fire Ref d20+ 13 +1(haste)= 28, to -B8. If Speck beat the Ref DC to save vs Wall of Fire, he takes no damage.
NOTE: DM, let me know if Speck's actions cause the Invisibility to go away, since he didn't really attack the minotaur.
Speck AC21/22(Dodge) HP:41/41 Thursday September 16th, 2010 10:06:38 PM
PS: and let me know if Speck made the save vs wall of fire.
Oh, and as confusing as all that was, i'll be glad to answer any questions.
DM Addison: Yeah. the DC on the wall of fire was like 20.
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Friday September 17th, 2010 1:16:43 AM OOC: Remember that we are all hastened/hasted, so if making a full attack you get an extra attack. Not sure if Sir John realised.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+10=18 ; d20+10=22 ; d20+10=17 ; d20+10=28 ; d20+18=32 ; Friday September 17th, 2010 2:08:36 AM
Kiri- (whats the DC on the save? they got 18, 22, 17, and 28) The fireball that Kiri launches dispells her invisibility, but the explosion fries one of the faeries and it flops on the fiery ground and disintegrates. The other 3 faeries hold on to the Pie Piece for dear life, they are bloodied and scorched.
Sir John - Sir John resists the Blind spell, cuts his legs free of the vines and laughs in the face of death as the Minotaur's axe tears him a new one. Then, Sir John counters with his own. A holy light envelops the Paladin's axe and the glow is brilliant. Then Sir John swings his viscous weapon in a high arc, hitting the Minotaur's armor and piercing straight through. Sir John's axe doesn't stop until it swings all the way through the Minotaur's body, leaving a deep gash that exposes heart, lungs and crunched bone. But John is not done. With the upswing of the axe, the Minotaur's throat is cut clean out, leaving a holy light trail behind it. The beast falls to his inverted knees.
But the minotaur still lives! The Pie Piece around his neck pulsates with a green light and the Minotaur's wounds begin to heal! He starts to regrow his throat and his exposed rib cage is collecting bone matter from nowhere...
that is... until
Speck - Speck tumbles around the Minotaur as he is getting cleaved to bits. The problem is that the Minotaur is about 17 feet high and Speck is.... a speck. How could a slight of hand reach so high to retrieve and item from the Minotaur's neck? That could add at least +2 to the DC I would think.
Luckily, John's blows brought the minotaur to his knees.... which are inverted and that's gross. Speck hops up the minotaur's furry back and gives the Necklace a yank. He can't quite get the thing off the minotaur, but he has a good grasp and probably one more tug could do it. Please roll another sleight of hand or a strength check or something similar to get it. Give her a good yank!
Lucky - Fill me in
Their Turn
Minotaur: Panicking from the idea that the only thing keeping his soul in his body is being tugged at by a halfling, he drops his Axe and attempts to grapple Speck, resulting in a check of 32. Speck- gimme an Escape Artist check or something similar before you try the Sleight of Hand.
Faeries and Tree - Only three faeries remain, so the power is diminished somewhat. The flames on the tree lap up at them, but they grit their teeth and maintain the focus of powering up the Pie Piece.
There is a large purple glow around the faeries and Pie Piece embedded in the tree, and then electricity begins to crackle in every direction.
Then, a Bolt of lighting strikes from clouds that have gathered... but everyone was too distracted to notice. The bolt hits the tree and in a flash of purple and blue... it stands.
Roots pop out of the ground, and a face is distinguishable within the bark of the monster. Large claw-like branches animate as sap pumps through the xylem and phloem.
Strangely... the faeries cannot be found anywhere.
Minotaur: -113hp. Healing slowly and grappling for his life. Fairie 1 - 48 damage fire and tentacles Fairie 2 - 52 damage from tentacles and fire. DEAD, fried critter. Fairy 3 - 37 fire damage Fairy 4 - 31 fire damage Tree - 64 fire damage. Its going up in a blaze
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Captain Lucky AC1d20+17 HP64 of 64 d20+13=17 ; d20+17=37 ; d20+17=37 ; 3d8+8=28 ; 2d4=6 ; d20+15=17 ; d20+17=32 ; Friday September 17th, 2010 1:34:00 PM
Sorry! Lucky wanted to tumble around the taur, and then attack with a stunning fist unarmed attack that would discharge the held inflict serious wounds, using four luck points on the attack.
Tumble check to hit DC15, using a luck point ... a 17, no problem. Luck is up to 5.
Roll to make a unarmed monkish stunning fist inflict wounds attack, with +2 flank bonus and +4 luck points ... hits AC37! A Nat 20! Follow up for possible crit ... ANOTHER 37! ANOTHER NAT 20!!11!1!111!
Okay, I just rolled two 20s in a row! On the most crucial fight of the module! Wardd's gotta sit up and notice that!
The confirmed crit not only hits, it gives up another luck point, so Lucky's total is now 6. He goes all in, using 3 of them to boost the save vs inflict and 3 to boost the save vs stun!
Incredible damages:
(1) The save DC on the inflict is therefore (rolled last post) Will Save DC 30 for 30 damage or 15 damage, as rolled last post. If that damage is rolled twice on a crit, and I think it is, then it is 58 or 29.
(2) The damage from the unarmed attack is 1d4, rolled twice, for a total 6 more damage.
(3) The stunning fist requires a fort save. The fort save DC is 1d20 +5 (half levels) +7 wis +3 luck points = 17. If that fails, the minotaur is stunned for one round.
Whew!
=====
AC for next time it is needed: 32
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: Depend on whether those saves are made or not.
Captain Lucky AC1d20+17 HP64 of 64 Friday September 17th, 2010 1:34:56 PM
And that was Last Round, unless our kindly DM rules I lost my chance, in which case it was This Round.
:-)
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left d20+18=30 ; d20+13=18 ; d20+13=18 ; d8+6=9 ; d8+6=14 ; d8+6=8 ; d8+6=11 ; d6=2 ; d6=1 ; d6=5 ; d6=4 ; d6=1 ; d6=4 ; Friday September 17th, 2010 2:36:02 PM
If the minotaur still lives after Lucky's brutal assault, Sir John will try to finish it off for good (3 attacks due to haste and full action)
If not, then Sir John will move forward quickly (hasted) towards the tree and swipe at it, by using his axe to literally chop wood... (1 attack)
Attack 1 = hit AC 30 for 9 + 2 fire + 1 shock = 12 Attack 2 = Hit AC 18 for 14 + 5 fire + 4 shock = 23 Attack 3 = Hit AC 18 for 8 +1 fire + 4 shock = 13 (ignore 4th d8+6 roll, hit roll too many times)
Speck AC21/22(Dodge) HP:41/41 Friday September 17th, 2010 9:59:13 PM
OOC: I wondered about how Speck was going to do it, but the PHB doesn't give any guidance on HOW it is done, just that it 'is' done. But logic would prevail. I had thought that if the attempt had succeeded, then it would be when the minotaur bent over to attack.
About the grapple: being invisible, Speck has total concealment (pg 152 PHB). The Minotaur has a 50/50 chance to outright miss his attempt to grab Speck. So you'll need to roll that before Speck needs to try to escape the potential grapple.
And that's if Lucky goes AFTER Speck. If Lucky goes last turn, then the grapple may be a mute point.
I'll await the results of DM decision on Lucky's actions and/or the 50/50 miss chance.
DM Addison: You want highs or lows? I'm always up for a game of chance. ;)
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Friday September 17th, 2010 10:41:59 PM Sorry, the DC for the fireball was 17, so the fairies made it.
Fireballs seem to be effective against the tree, so Kiri lobs another one - close enough to engulf the tree in the blast, yet far enough away so as not to harm any members of the party that may be close to it.
Cast Fireball. Not sure where Sir John is, but I will cast on the opposite side of the tree
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 3 (7-4:Blink, Dispel Magic, Fireball x 2) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d8=8 ; d8=2 ; d8=2 ; d8=3 ; Saturday September 18th, 2010 10:33:19 AM
Oh, might as well do an action for this round ... Cast Cure Critical Wounds on Sir John. If I need tumble or concentration checks to do it, I'll post again. Cast over Air Walk ... cures 23 hp to Sir John.
Speck AC21/22(Dodge) HP:41/41 d20+10=12 ; Sunday September 19th, 2010 4:27:28 PM
OOC: since rolling low is always baaaaad, my call would be 1-50 is a miss, 51-100 is a potential grab if Speck doesn't counter with is escape artist.
Escapte Artist d20+9 +1(near lucky) = 12! GAAK!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d100=6 ; Sunday September 19th, 2010 10:18:58 PM
Rolling for the Minotaur's Grapple check... and its a 6! Holy snap, invisibility works like blurr!
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left Monday September 20th, 2010 2:14:20 PM
Checking in...
Captain Lucky AC1d20+17 HP64 of 64 Monday September 20th, 2010 4:00:30 PM
Checking in ... and hoping to have slain a minotaur?
Speck AC21/22(Dodge) HP:41/41 Monday September 20th, 2010 6:19:12 PM
OOC: YIPPEEEEEE! So the Mino missed the hafling entirely, probably going for his waist, that is waist human hight, and got thin air! Ha!
Speck manages to snatch the pie-piece and deftly slip the chain over the big brutes head and horns while getting clobbered to death.
IF the Minotaur goes down, Speck will NOT finish his move past the wall of flame.
Note: the Spring Attack is just ONE move, you go in, attack, and come back out during the same round with no AOO from the victim. The Snatch would be the attack, but since the hight difference, I agreed with the DM adjudication that the Mino would get a chance to try to grab Speck.
Let us know what happens now. :)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 5d8=15 ; 2d8=12 ; Monday September 20th, 2010 7:21:06 PM
SO, basically all this happens at the same time:
Speck climbs up the minotaurs back, and the beast cannot seem to pin down the little bugger. As soon as Speck lifts the necklace from the Minotaur's neck, the regenerative power fades and the Minotaur realizes quickly that his life may be coming to an end.
At that time, Lucky, with a hand full of necrotic un-health energy, jumps up to the minotaur and jams his palm elbow-deep into the beast's open chest cavity. The necrotic energy sends jolts of pain throughout him, and he screams in agony. Hero point of lucky. The God of luck smiles indeed.
Then, Sir John, seething with his own brand of Righteousness, first takes a swipe at the Minotaur's leg, cutting it clean off. Then, as the gargantuan falls, Sir John finishes the deed by severing the horned head. It flops down and the magic that made him really big fades.
With a bloody plop, the minotaur's head is at Sir John's feet and its body looks like hamburger.... and it is a cow after all.
But, the threat is not over yet. Still, one Pie Piece remains lodged into the Treant.
Doing damage seems to slow it down, but can it be killed as long as the Pie Piece remains.
Their turn
The Animated Tree suddenly sprouts thorns all over its bark with a loud POP sound.
Then, thorns shoot in every direction, like a wave!
Reflex save DC 20 or be skewered for 15 damage. Reflex for half.
If you fail that save, then roll a DC 20 fort save or be poisoned! Poisoned = loss of 12 Strength!
(OOC: Placement doesn't really matter at this point, just describe your actions. And I didnt forget about Kiri's fireball... just keep it comin)
Sir John, AC 26, 37/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=21 ; d20+18=24 ; d20+13=18 ; d20+8=9 ; d8+6=9 ; d8+6=10 ; d6=1 ; d6=6 ; d6=4 ; d6=2 ; Monday September 20th, 2010 8:33:08 PM
Sir John grunts in satisfaction as the minotaur falls to the ground. Lucky's healing was once again timely and likely saved Sir John's life (up to 44 hps). He turns to the tree and sees the thorns flying in every direction and tries to duck out of the way (Reflex = 21). Luckily, he avoids most of the thorns but a few get through... (7 dmg)
Standing back up, he fervently chops at the tree with all his might, getting three attacks in as quick as possible... (he's still hasted and can do a full attack, thus 3 attacks rather than 2)
Attack 1 = Hit AC 24 for 9 pts + 7 (1 fire, 6 shock) = 16 Attack 2 = Hit AC 18 for 10 pts + 6 (4 fire, 2 shock) = 16 Attack 3 = Miss AC 9...
Speck AC21/22(Dodge) HP:41/41 d20+15=32 ; d8+1=8 ; Monday September 20th, 2010 9:29:21 PM
As Speck lifts the amulet over the Minotaurs head he hollers, GOTCHA, then slides off the falling body and stands there in triumph. Although, it would seem that no one has realized his daring deed, as the amulet becomes invisible when he tucks into his shirt, making it invisible.
Refl DC20, d20+13+1(lucky)+1(haste) = 32, and with Evasion, that means he also escapes the half damage
A popping sound causes him to duck and dodge instintively. Only a few thorns come at him and he evades them easily. A quick flourish of his wand of CLW and he swipes Sir John with it. Be Ye Healed
CLW d8+1 = 8, Sir John has 8hp healed He then scampers over to G20 (1 move w/exp. retreat = 50') OOC: I'm presuming Speck slid off at G10, healed Sir John some then moved 50' to G20.
Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+11=12 ; d20+11=12 ; d20+14=27 ; 10d6=42 ; Monday September 20th, 2010 9:37:25 PM Reflex Save vs DC20 = 12. Using Hero Point to reroll. 12 again. 2 x 1's in a row! Automatic Failure. Fort Save vs DC20 = 27. Success.
Thorns rip heavily into Kiri's flesh, but gratefully the poison has no effect on her. The pain from the thorns drops Kiri to her knee. She channels the pain through her and uses it to retaliate with another fireball DMG: 42 .
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d8=1 ; d8=5 ; d8=3 ; d8=3 ; Tuesday September 21st, 2010 7:49:51 AM
Lucky, standing behind him, casts another cure on Sir John, over Remove Curse: 19 hp curing.
Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Wednesday September 22nd, 2010 12:01:27 AM
Kiri watches as everyone rushes to heal Sir John, and feeling unloved, she dies a little inside...
OOC: Queue the violins :)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 7d8=29 ; d20+8=17 ; Wednesday September 22nd, 2010 2:51:03 AM
Sir John, the awesome tank he is, gets healed up by Speck and Lucky and charges the tree. Thorns and roots pop up everywhere around his feet, but he presses on, leading with his shield.
He can still feel the wounds on his back and shoulders closing up as he cleaves into the tree. Chunks fly off as fire burns the tree... but the electricity seems to not hurt it.
Kiri focuses the pain in her arms as her blood pours onto her dress and she summons a fireball mixed with her own blood, it seethes with anger and hatred and the fire trails from her arms into the vortex of heat and suffering.
The young sorceress hurls the firey ball and it explodes on the tree, laying a magma-like burning.
The Tree Creature writhes in agony, but the power of the Pie Piece holds it within the material plane.
Then, suddenly, another purple and blue blast of lightning comes from the clouds and strikes the tree!
The lightning is channeled through the tree and then through Sir John's axe, and into his body for 29 damage. Fortitude save DC 17 or be nauseated as the electricity leaves you quite discombobulated.
The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save.
Remsus shoots his Spectral Hand towards the pie Piece and rolls a 17 on the touch AC. THe hand grabs the Pie Piece and Remsus gives it a tug through the part of his disembodied Spirit.
THe spiritual hand is tucking visciously, but it is not strong enough to pry it out of the bark.
"Get that thing out of there!" Remsus shouts.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+14=22 ; d8=3 ; d8=3 ; Wednesday September 22nd, 2010 3:28:12 AM Ref Save vs DC 17: 19 (Read it as Fort Save and rolled for that. On re-reading, adjusting for Ref save, its +11 not +14). Success though.
Having knelt to the ground, Kiri watches as a bolt of lightning flies past her head. She is too far from the tree to be able to reach the pie piece without getting hurt. Now standing, she instead reaches into her pocket and pulls out a healing potion and promptly drinks it Cure Serious Wounds: 2D8+3=9
"Kill it! Kill it!" the young sorceror frantically calls out to the group.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d20+18=23 ; d20+15=27 ; d20+15=33 ; d8=2 ; d8=3 ; d8=8 ; d20+17=34 ; Wednesday September 22nd, 2010 6:53:42 AM
Oh! I forgot to save vs the hail of spikes! That first ...
Reflex save DC 20 or be skewered for 15 damage. Reflex for half.
Luck Points start at 7. Lucky pumps 3 into his Reflex Save, making it a +18 roll. He gets a 23, and makes the save, brings his luck points up to 8, and takes no damage with evasion.
Then the lightning ...
The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save DC 17 or be nauseated.
Reflex save: a 27 no prob. Fort save, with 4 luck points to make it a +15 roll: a 33. That means no damage, no nausea, and total 9 luck points.
Lucky sees that Sir John is just about dead (what? 8 hp left?), so he casts a Cure Serious Wounds on him, over magic circle. He pumps 5 extra luck points into the healing, getting back only 2 of them. That's 3d8+8+5 this time. That's 28 healing to Sir John. Luck Points stand at 6.
Lucky shouts, "Johnny Boy! We gotta get that pie slice! You got anything you can do?"
He looks at the bard. "Speck! Can you grease it out of there?"
=====
AC for next time it is needed: 34
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 6
Speck AC21/22(Dodge) HP:41/41 d20+14=34 ; Wednesday September 22nd, 2010 11:13:18 PM
OOC: on the Fort Save, I read it that you only need it if you take any dmg from the lightning. So with Evasion, a success means no damage and no need for Fort save?
Ref DC17 d20+13+1(haste) = 34 N20!
Speck nimbly and with panash evades the lightning. "Eye, eye Captn'!" Speck shouts.
OOC: the range of the Grease is 25' feet. Where abouts is the pie piece?
If possible, Speck moves to where ever he needs to (50' move) and sends a glob of grease from his wand covering the spot the pie piece is at.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+11=13 ; Thursday September 23rd, 2010 9:32:11 AM
Sir John swings back forth between feeling empowered due to the healing (+47)and beaten by the lightning strikes (-29 hp)... That much damage literally shocks his system (Fort = 13 - Failed) and he begins throwing up all over his already bloodied armor... He tries to answer Lucky but his Nausea prevents him from doing much of anything...
Speck AC21/22(Dodge) HP:41/41 Thursday September 23rd, 2010 10:33:07 PM
OOC: Sir John, would Tasha's Hideous Laughter cure your nausea?
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+14=21 ; Friday September 24th, 2010 1:36:27 AM
Yeah, only do fort save if you actually get hit by either the lightning or the poison thorns.
Kiri - Manages to hit the dirt before a bolt of lightning hits her in the face and downs a healing potion
Lucky - jumps and dives to avoid lightning. Then he shoots a nice healing burst to sir John.
Speck - avoids the lightning strikes with a bit of ease, then he casts Grease on the Pie Piece to try and loosen it up
John - he is vomiting up his liver right now. Brb. Your nausea fades after a round though and you can now act normally.
Remsus shouts, "The Pie Piece is loosening! I can feel my spiritual hand tear it out a bit... but its stuck. We need one more pull!"
Then, as he finishes his last word, a large root shoots from beneath the earth and grabs him as he flies in the air. Grapple check = 21, remsus is grappled by a root.
Everyone else do an opposed either Strength check (grapple-like) or escape artist DC 21... or be grappled by roots and you gotta fight your way out of it.
The Tree is pulsating as the Pie PIece tries to put out the fire.
Captain Lucky AC1d20+17 HP64 of 64 d20+14=17 ; d20+17=32 Friday September 24th, 2010 6:47:23 AM
Lucky tries to slip away from the roots with an escape artist check ... My check is usually a +9 ... add in +5 of my 6 luck points for a +14 ... rolls a 17! AARRGH!
Down to one luck point and stuck in roots, Lucky weeps in frustration!
=====
AC for next time it is needed: 32
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 1
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+2=6 ; Friday September 24th, 2010 6:55:10 AM Escape Artist Check: 6 - Fail
Kiri is held fast by the roots of the tree. They entangle her to the point that casting spells becomes a problem. "Can anyone kill this thing?" she calls out to noone in particular.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=9 ; Friday September 24th, 2010 11:55:39 AM
Sir John finally empties out the rest of his stomach and standing weakly, looks at the tree. A look of anger crosses his face and he fees a renewed burst of energy. Raising is axe in a challenge, he says "Enough of this, whatever you are. If you think you made me mad before, then you're wrong. Now I'm really angry..."
But before he can take out his anger on the tree, roots pop up suddenly beneath him (Strength = 9) so he has to spend this round chopping at the roots to free himself...
Speck AC21/22(Dodge) HP:41/41 d20+9=28 ; Friday September 24th, 2010 11:18:21 PM
OOC: Kiri if you can cast Blink you should be able to get out of the roots, i think.
IC: Escape Artist DC21 d20+9= 28!
Speck sticks his tounge out at the root that tries to get him as the circus performer in him takes over and he easily evades the root.
OOC: I don't know where Kiri is on the map, so DM, I need a liitle help. If Kiri is within 25' from Speck, he tosses a greasy splotch at Kiri to give him the +10 on the Escape Artist or Grapple check. If not close enough to Kiri, he uses it on Lucky, and if not close enough to Lucky he goes for Sir John. If not close enough to Sir John, then another glob to the pie-piece.
DM Addison: Well, we can assume you are close enough to chose whom you would like to caste your grease upon.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Saturday September 25th, 2010 1:46:52 AM OOC: I had a look at Blink, and as it has a somatic component, I don't think it can be cast while grappled.
DM Addison: That sounds like a good use of the Concentration skill. DC 21, same as grapple DC to cast it while grappled. =) Get creative.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+16=25 ; Saturday September 25th, 2010 2:34:12 PM In that case.... :)
Despite the entwining roots, Kiri concentrates as best she can to gesticulate the actions she needs for her spell. Focusing, she casts Blink upon herself Concentration Check: 25 and promptly disappears from the material realm, freeing herself from the plant.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Speck AC21/22(Dodge) HP:41/41 Saturday September 25th, 2010 7:45:15 PM
OOC: good rolling Kiri!
with that taken care of...
IC: Speck is about to help out Kiri when he blinks out of existence, er, vanishes. He turns his attention to Sir John and gives him some help by sending a glob of grease coating his armor and the roots.
Sir John gets a +10 bonus on his Grapple Check.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday September 27th, 2010 2:15:37 AM
And its Grease used to escape for the win! Who woulda thunkit?
Sir John - Gets entwined by the root system of the tree. Strength check to break out. DC still 21
Kiri - Manages to cast Blink on herself while being grappled by the tree roots and blink-pushes her way through. She can run fairly easily, but its like the entire ground is becoming the roots of this tree.
Speck - he escapes the entwining tree roots quite easily and , seeing that Kiri is doing ok, casts Grease on Lucky, dousing him in a sticky black ichor, but granting him +10 to his escape artist check.
Lucky - Being all greased up and ready for a barbeque, he slips through the roots with a +27 total to his escape artist.
Now. Three of you are free and there are no foes between you and the Pie Piece. It is greased up and being tugged on by Remsus's spiritual hand, seeming that it only requires one more hand to grasp it.
But the roots of the ground are moving constantly, requiring all your cencentration just to keep balance.
You are all about 50 feet from the Pie Piece and tree... and then a rumbling is heard.
The limbs of the tree begin to spin around and form a sort of... helicopter?
The tree lifts off.
DC 20 Jump check to reach the PIe piece. Or two consecutive DC 17 balance checks Or Two consecutive DC 22 tumble checks Or DC 14 pure Strength check to just muscle through the branches and run. DC to cast spells is 16 concentration
Or you can try throwing a weapon at the Pie Piece or something.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+16=29 ; d100=77 ; d4+1=4 ; d3=2 ; d4+1=4 ; d4+1=2 ; d4+1=4 ; d4+1=3 ; Monday September 27th, 2010 2:36:46 AM Concentration Check vs DC 16 : 29 - Success D100 check to see if spell works while blinking : 77 - Success Ignore the other rolls. Had a spell in mind but have a better idea...
"A Flying Tree? Huh." Kiri shrugs. She has created many magical wonders herself, so is not taken aback by this latest sight. Still, it needs to be destroyed. Kiri takes aim to blow the pie piece out of the tree, and then changes her mind. She aims her fingertips, and timing her blinking, directs her magical energy at the tree trunk. Cast Web. Anchor points being along the tree trunk itself, and looking to entangle the spinning branches She then takes a step backwards, away from the tree - what goes up, must come down.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 4 (7-3:Invisibility, Summon Swarm, Web) Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
DM Addison: Good one Kathy! Kiri: Er, Rob C, actually :)
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=9 ; Monday September 27th, 2010 9:40:07 AM
(OOC = If the roots are entwining us and the tree is taking off, wouldn't that mean the roots would start moving too? They're an integral part of the tree and it would see that they would either let us go or pull us with them? Not sure here...)
Sir John continues fighting against the annoying roots (Strength = 9 again...)... But is still held fast...
(THANKS Cpt. Lucky, as I missed that... I'll take that +10 check ... So if I'm grappling, then do I need to roll an attack and add 10 vs. grappling or simply add 10 to my strength check?
DM Addison: THe tree's trunk is being lifted off the ground and detaching from the root system... which entangles you.
Captain Lucky AC1d20+17 HP64 of 64 d20+12=14 ; Monday September 27th, 2010 10:54:29 AM
[OOC: So confused ... I thought it was Sir John who got the grease, not Lucky. Well, I'm not looking a gift horse, and all that!]
Lucky tries to balance nimbly, hopping from tree root to tree root, even as they try to trip him. First balance check, using the last luck point: a 14! NOOO! Cap'n Lucky Eddie's luck runs out with a roll of nat 2! He loses his last luck point and is totally tripped up! Argh! Probably slipped in his own grease!
DM Addison: Speck said, if Kiri doesnt need it, then it goes to Lucky. If Lucky is out of range, then John. I went by the order he stated. Oh... then he posted again but I overlooked that. Oh well, I figured the +10 would give you an extra turn since you almost made the DC the first time.
Speck AC21/22(Dodge) HP:41/41 d20+10=17 ; d20+10=29 ; Monday September 27th, 2010 9:58:58 PM
OOC: sorry for the confusion. On my second post, I changed my mind, thinking Sir John would be more effective free than Lucky. Sorry Lucky. But ok.
Speck gets upon the tree(?) with his supperb circus acrobatics.
OOC: If that is his Standard Action, then he has a Move Action left
Speck, now on the tree, Climbs upwards (using his Slippers of Spider Climb) twards the Pie Piece.
Speck AC21/22(Dodge) HP:41/41 Wednesday September 29th, 2010 9:02:11 PM
ooc: just checking in. tum-de-dum-tum...
Captain Lucky AC1d20+17 HP64 of 64 Thursday September 30th, 2010 6:29:51 PM
Hiya!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday September 30th, 2010 9:35:04 PM Lucky - Tries with all his halfling agility and luck to jump and dodge to reach the Pie PIece. Alas, a large root catches him in the chest and he loses his balance all over the place.
Sir John FLexes his muscles in a brave attempt to escape the twisting vines and roots, but to no avail.
But then, Kiri steps up to the plate.
Kiri: After escaping the roots via her blink spell, she launches another effective use of magic. She cast web directed at the propeller-like branches of the tree as the trunk and pie piece attempt to fly away. Apparently, the tree did not plan for this kind of interruption and the Webbing wraps the propeller-branches in a tight white basket in no time.
The tree crashes to the ground, shaking everyone who is wrapped up by branches or touching the ground.
Then, it is Speck who deals the final blow.
With some catlike-reflexes, he dodges roots as they grab up at his ankles. Then he runs, balancing across a root and when the Tree crashes, Speck jumps up, and grasps the medalion of the Pie Piece.
With a mighty halfling heave, he rips the Pie Piece from the trunk. Greasy, Webbed, and still a bit on fire, he holds it in his hand.
As soon as he does so. A bright flash of lightning erupts from the tree and goes into the cloudy sky.
Then, a blue spirit arises from the tree. Looks like this:Blue Spirit
He speaks in a thundering voice: "Adventurers. Though there are but five left, you are worthy of praise for your heroics. The great gods, Jangle and Bangle, have settled their arguments for the time being for your actions. The Great Jangle proved that the power of good surpasses all. The Pie pieces are united once again, and the amulet is secure. Your reward: each of you keep a quarter of the Pie Amulet. It fits together. You can communicate telepathically with anyone else wearing one of the other pieces. Also, you can use it to cast Cure Light Wounds 3times per day. THE GREAT JANGLE HAS SPOKEN"
And with that, there is a clap of lightning and he is gone. You look down and realize you are back at the Giggling Ghost, holding your reward in your hand.
Remsus doesn't get a pie piece.
Knowledge Religion DC 23 Highlight to display spoiler: {That spirit actually was Jangle}
But then... you all hear a voice in your head: This is Bangle, clown god of evil and brother of Jangle. Be warned, this is not over. You shall die by my hand.
The gauntlet has been thrown.
~fin
Speck AC21/22(Dodge) HP:41/41 Thursday September 30th, 2010 10:32:09 PM
"What an odd twist of Fate," Speck exclaims as he suddenly finds himself sitting in the Gigging Ghost.
Then, after the second voice interrupts his thoughts, he blurts out loud,
"Smiles and Giggles will make me Laugh Sticks and Stones will break my Bones Taunts and Threats will Scare me But loyal friends will Protect me."
Captain Lucky AC1d20+17 HP64 of 64 Friday October 1st, 2010 7:11:41 AM
When he sees Speck grab the final piece of the artifact, Cap'n Lucky shouts, "HOORAY!" He grins like a madman. "Good work, in Specktre! We'll make a hero of you yet!"
But in a few moments, his joy is turned to dismay. "WAIT!" he shouts at the divine voices, shouting, "The items that gave double hit points and regeneration to our enemies gives us three square cures a day plus the eternal enmity of a god? A clown god?!? I think we mighta got a bum deal." The halfling calls out, "HEY BANGLE! HEY BANGLE! You want a piece a pie, cheap?"
[OOC: Many thanks to Addison for a fun and challenging adventure. I really thought we might blow it there at the end!
We need a new DM to take on the next adventure. And we need an adventure. Should I write to Jerry and see if he has something on his shelf? I am currently DMing two other campaign games. Poorly. Sorry, no way I can step up to the plate for the next one. DM volunteers?]
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Friday October 1st, 2010 9:13:50 AM
Sir John finally relaxes now that the battle is won. He laughs at the irony of Lucky's statement and agrees that the gift giver was a cheapskate....
(OOC - I'm in for the next adventure and just let me know who decides to DM... )
Speck AC21/22(Dodge) HP:41/41 Friday October 1st, 2010 9:30:41 PM
Yep, it was fun! We certainly did use a lot of unusual, well, not so unusual but more like rarely used, skills.
I have been contemplating converting some old 1.0 modules to 3.5. That will take time and I'd only do it if I knew for sure that I was going to use it.
However, I do have a copy of the "Red Hand of Doom". Would Anyone be interested? It may be longer than the usual Tap adventure, but very challenging.
Or, I have an updated copy of the "Expedition to the Demonweb Pits" which I haven't read yet.
I volunteer to DM whatever comes up.
Speck.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Sunday October 3rd, 2010 4:26:43 PM
Either module sounds good to me...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday October 4th, 2010 1:11:13 PM
I just suggest that all new Tapestry games be made Pathfinder...
Playtesting is the key to victory. As we have learned from the errors of 3.5 and 4ed.
Captain Lucky AC1d20+17 HP64 of 64 Tuesday October 5th, 2010 5:51:10 PM
The Pathfinder Revamp Committee is working on Wold PrCs right now. Give us a few days, and we can test the revised Mendicant with Lucky. What other PrCs are we using?
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Wednesday October 6th, 2010 9:38:34 AM
So I guess a key question is who is going to continue forward in the Mithril Tap? Sir John will of course...
Am I correct in saying that whoever is going to stay should xform their PC's into Pathfinder equivalents? This assumes, of course, that we have enough to continue the tap...
Captain Lucky AC1d20+17 HP64 of 64 Wednesday October 6th, 2010 1:40:45 PM
I'm in.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday October 7th, 2010 4:54:48 AM
Other rewards - Exp and gold equivalent to level 11... or 12 or 13 depending where the next game starts at.
Mind if I reuse good old Sir Arthur Cromwell Jr. for the next game if it is to be Pathfinder? He's a Rogue/Paladin charmer.
Captain Lucky AC1d20+17 HP64 of 64 Thursday October 7th, 2010 9:34:27 AM
Sounds fine to me.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Friday October 8th, 2010 9:47:15 PM
Sooooooo.,....... Who's DM?
Captain Lucky AC1d20+17 HP64 of 64 Monday October 11th, 2010 7:19:35 AM
Not me! I'll go next time.
Speck AC21/22(Dodge) HP:41/41 Tuesday October 12th, 2010 9:40:59 PM
I'll DM if someone has a module ready.
Jonathan/Speck
Captain Lucky AC1d20+17 HP64 of 64 Wednesday October 13th, 2010 6:21:03 AM
Thanks, Jonathan. If we have no module, we can always ask Jerry for one. He has tons.