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  1. - Top - End - #301
    Ogre in the Playground
     
    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    Quote Originally Posted by Aeryk View Post
    Jeri's dark blob seems to entirely consume it's target, as the spider simply vanishes within it, and is no more. Joe also vanquishes his foe with a hefty swing which slices right through his spider, leaving only a wisp of greenish smoke in its place. Each of the remaining spiders, which had previously slung webs, pounce in for Joe and Jeri respectively.

    Spoiler: OOC
    Show
    Jeri kills spider 2B with gravity blast.
    Spider 2A attempts to bite Jeri
    2A, plus Poison (DC11 Fort or [roll8] Wis damage)
    Jeri is heartened by the first spider's disappearance. "I... I guess that's how it's supposed to work? Or maybe things are different in the realm of dream. Either way, take that!" She hopes a second blast will do the same to the second spider.

    Spoiler: OOC
    Show
    Jeri's Fort save: (1d20+4)[15]. And her attack vs 2A: (1d20+3)[9] for (1d6+2)[5] bludgeoning damage.

  2. - Top - End - #302
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: Waking Nightmares (IC)

    The horse whinnies in pain, lashing out again at the spider with its hooves and then retreating backwards as they attempt to close in. For his part, Quinn nocks an arrow, takes a deep breath, and looses it as the opportunity presents for a clear shot.

    Spoiler: OOC
    Show
    Horse takes two hits for a total of 6 damage. Current hit points 7/13, putting him in his first wound threshold (grazed).

    Horse fort saves (first without wounded penalty, second with wounded penalty)
    1A: (1d20+5)[24]
    1B: (1d20+4)[11]

    Horse then attacks (attacking 1B first, then moving to 1A if necessary)

    Hoof 1:(1d20-4)[13]
    Damage 1: (1d3+2)[5]

    Hoof 2:(1d20-4)[9]
    Damage 2: (1d3+2)[3]

    Horse then 5' steps back to O7 and ends it's turn.

    Quinn moves to R7 and fires at Spider 1A. If spider 1A is somehow dead, he will shoot at 1B, although this would be at a -4 penalty.

    Quinn attack on A1: (1d20+5)[24]
    Damage: (1d8+1)[6]

  3. - Top - End - #303
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Having vanquished one spider Joe has no time to relax or celebrate before he is fighting a new one. He was prepared for this spider however and manages to avoid it’s lung to bite him. He shouts in anger and swings in a huge arc in front of him with his scythe, attempting to cleave this spider in too as well.

    Attack (1d20+3)[23]
    Damage (2d4+3)[9]



    Spoiler: Joe
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    Farmer Joe human Spiritualist HP 9 / 13 Speed ft Init 0 AC 10 Fort 5 Ref 0 Will 4 CMB +3 BAB 0 scythe 3 (2d4+3, 4)
    scythe power not available 2 (2d4+6, 4)
    longsword -1 (1d8+3, )
    sap power 3 (1d6+3, 2) Str 16 (3) Dex 10 (0) Con 14 (2) Wis 12 (1) Int 10 (0) Cha 8 (-1)

  4. - Top - End - #304
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Fueled by rage and adrenaline Joe's strike runs far truer than he would normally be capable of.

    Crit confirmation

    (1d20+3)[6]
    Extra damage (6d4+9)[25] x4 for a sycthe

  5. - Top - End - #305
    Bugbear in the Playground
     
    Aeryk's Avatar

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    Default Re: Waking Nightmares (IC)

    Quinn’s horse dispatches one spider with a solid hoof strike while Quinn himself takes out the one next to it with a well placed quarrel. Jeri’s target manages to outmaneuver the gravity blast, but Joe’s spider is not nearly so lucky as the farmer puts his tool to devastating use. The remaining spider continues to accost Jeri, apparently unconcerned by the deaths of its mates.

    Spoiler: OOC
    Show
    Jeri misses 2A
    Horse takes out 1B, but misses the second attack.
    Quinn takes out 1A
    Joe takes out 3A in spite of not confirming his crit.

    2A attempts to bite Jeri again.
    Bite:(1d20+1)[16], Damage:(1d4)[1], plus Poison (DC11 Fort or (1d4)[3] Wis damage)


    The giant spider, Mog-Lathar, suddenly lurches over the edge of the stage and into the fascinated audience. They begin to scream as they are trampled and eaten indiscriminately. The monster chitters in a most unpleasant, high pitched tone, "I cannot be defeated, poet, try as you might. I will rule over you in the end!" You see a razor sharp claw shear through multiple people in the front row, including your own selves as you had seen them. As this happens, you feel your awareness wrenched away again, and now you view the scene from above as the King in Yellow himself. You feel immense power coursing through your entire being.

    Spoiler: OOC
    Show
    Each of you have this experience individually, but simultaneously. The sudden power you are experiencing gives you one of 3 options;

    Rising of the Dead - You can raise all of the slain audience members from the dead as almost any type of humanoid undead creature at your command.

    The King's Voice - You can pose any single question to Mog-Lathar, which it must answer truthfully to the best of it's ability.

    The King's Tatters - You can touch Mog-Lathar with the tatters of your robe, causing debilitating pain and nightmares.
    Last edited by Aeryk; 2019-09-20 at 10:30 PM.
    Spoiler: Playing as...
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    WAKING NIGHTMARES (Page Link) (Map Link)


  6. - Top - End - #306
    Ogre in the Playground
     
    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    Jeri curses at herself under her breath and attempts again to blast the remaining spider.

    Spoiler: OOC
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    (1d20+3)[20] for (1d6+2)[4] bludgeoning.

  7. - Top - End - #307
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Joe raises his hands above the crowed, summoning the power of the fantom with whom he communes. He reaches out to grasp the fleeting strands of life, attempting to bind them too his will in a torrent of undeath. Untrained and confused he simply reaches out with the emotion and anger fueled magics that have driven him and his phantom.


    Joe will attempt to raise the dead.

  8. - Top - End - #308
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: Waking Nightmares (IC)

    Sensing the sudden power, Quinn briefly considers asking Mog-Lathar about the whereabouts of Deeanna. Some instinct stops him though, whether it is fear of bringing her name to the thing's attention, or simply revulsion at the sight of the evil god. Desperate for any way to fend off the attack he reaches out to the dead audience, calling to them for their twisted, profane assistance.

    Spoiler: OOC
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    This is pretty cool. Raise dead!

  9. - Top - End - #309
    Bugbear in the Playground
     
    Aeryk's Avatar

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    Default Re: Waking Nightmares (IC)

    You send your power down into the lifeless bodies that the giant spider has laid waste to, and they begin to stir. Mog-Lathar charges you, biting deeply into your shoulder. You fall prone as intense pain ensues and venom floods your body. The flesh immediately begins to blister and rot as smaller spiders begin to erupt from the wound and crawl all over your body. While you are distracted by this fresh horror, Mog-Lathar moves in to scoop up the glowing meteor that you had been standing on, "The Dreamstone is mine! I called it from the Dark Tapestry! You have no claim!" The spider turns to flee with its prize, but suddenly finds itself surrounded by countless undead which begin clambering up it's seven legs, weighing it down. Although the pain of your wounds is overwhelming, you dig deep into your will in order to deal a mortal blow while the opportunity presents itself.

    Spoiler: OOC
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    Each of you can use any offensive, damage dealing ability from your class as if you were 20th level. The stats/damage don't really matter, it's mostly for flavor, but feel free to roll the dice anyway if it feels gratifying :D
    Last edited by Aeryk; 2019-09-26 at 02:00 PM.
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  10. - Top - End - #310
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Farmer Joe reaches his arms into the air, and begins mummbling an insane chant to himself. After a moment he summons the spirit within him for aide. The Phantom appears beside him.

    The ghostly figure turns toward the enemy and wails in a deathly torrent upon their foes.

    Spoiler: ooc
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    Us the 6th level phantom recall cause I need my phantom friend. Then the phantom uses 17th level Wail of the Banshee for 150 damage.

  11. - Top - End - #311
    Ogre in the Playground
     
    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    Jeri focuses, supercharging her connection to the coursing elemental powers. She begins rising into the air. The air crackles sharply, and blossoms appear suddenly from the stage and any other wood nearby. The flowers are caught by a swirling, gusting wind.

    With all the gaudy colors of springtime in the air, Jeri extends her hands and launches two violent streams of gleaming razor-sharp petals at Mog-Lathar. She tosses her head back and laughs impishly. Where they cut him, mushrooms begin growing in his flesh.

    Spoiler
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    Jeri uses her always-on Fly, Supercharge to gather elements, and then gravitic boosts a doubled Spring blast, focused, maximized, and with the Spore infusion. I won't bother rolling since it's just flavor, but if she'd hit with both beams it'd be 360 damage and additional fort saves against the mushroom poison. 😃

    (She'd also do herself 100 non-lethal damage from the effort, so, it's not entirely a free lunch.)
    Last edited by Archemist; 2019-09-27 at 04:01 PM.

  12. - Top - End - #312
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: Waking Nightmares (IC)

    Quinn's eyes glow blue with magical energy, and the bow in his hands begins to shine with an otherworldly light. He unleashes a volley of arrows, each one crackling with power, his hands moving too fast for the eye too see.

    Spoiler: OOC
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    Sorry again for the delay all. With a bunch of buffs and (assuming all hits) Quinn can put out around 8 arrows in a round for approximately 270ish damage. In a real combat it would take some time to buff up to that point though.

  13. - Top - End - #313
    Bugbear in the Playground
     
    Aeryk's Avatar

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    Default Re: Waking Nightmares (IC)

    Spoiler: Joe
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    Another wave of spiders begins to emerge from the stage when Joe's phantom appears and emits a soul-piercing screech, causing the spiders to shudder uncertainly, then vanish into puffs of smoke. Mog-Lathar desperately clutches the meteor in his grasp, but begins to stumble as his body is wracked with pain, chittering madly. The undead continue piling onto him, burying him in a mass of flailing limbs.



    Spoiler: Jeri
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    Mog-Lathar begins to thrash about wildly as the petals cut him to ribbons, though he clutches the meteor desperately. As fungal growths overwhelm him, the massive spider chitters in a panic and starts slashing at his own body, attempting to cut the mushrooms off. The undead continue piling onto him, burying him in a mass of flailing limbs. From within, you can see a rapidly pulsing blue-white light which quickly begins to slow down.


    Spoiler: Quinn
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    Quinn's magically empowered arrows pierce each of Mog-Lathar's seven limbs in rapid succession (nearly simultaneously), finishing off with a single shot right to the head. The massive spider collapses, crushing a bunch of the undead beneath his bulk, as well as the meteor. The undead continue to pile on to the spider, burying him in a mass of flailing limbs.


    Spoiler: All
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    In spite of your apparent victory, you feel your flesh continue to blister as it explodes into thousands of tiny spiders. You collapse to the floor in weakness, when you notice a glow from above. A beautiful elven woman with butterfly wings reminiscent of the night sky descends upon the stage. She takes no notice of you at first, looking down upon the writhing bodies which have swarmed upon the carcass of Mog-Lathar. With a wave of her hand the undead are swept away and dissipate into smoke. The body of the spider remains, curled tightly around the meteor in a literal death grip.

    The elven lady looks into the auditorium and speaks, "This artifact is much too dangerous to be left alone." You see that a single figure sits at the front row of the auditorium now. The being wears a simple robe, and seems to be recording something in a book, and the part of you that is still actually you recognizes Dai’Lon, the strange dream creature you met at Madame Argoth’s. The lady gestures again and a beautiful pattern of bright geometric lines materialize from thin air, forming a kind of temple around the body of Mog-Lathar and the meteor. You feel your own godlike power diminish significantly as the stone's power is cut off from you. The woman draws a key from the fold of her garments and moves as if to lock the semi-visible temple, which then materializes into an opaque, physical form and you no longer see the spider carcass or the stone. She speaks again to the audience. "Appoint six guardians to protect this place, and record all of this in the Book, and keep the Book in the Temple."

    With that done, the lady turns and regards you. Again, she waves her hand and the spiders and the pain disappear, replaced by the sensation of calm, cool air. However, you are still significantly weakened by the battle, and your power remains cut off from the meteor, which you obviously had some sort of connection to. "You are not of this realm. As long as the stone exists, so too shall you. I will not destroy it, but I also cannot allow you to walk freely in my domain. And so I banish you to the Plateau of Leng, where you will wage war eternally against the children of Mog-Lathar. Begone!"

    You feel yourself plummet horizontally and violently to some impossibly distant location, though still on the stage. You sit upon a stone throne, and instead of looking into the auditorium, you sit on the edge of a massive precipice, surveying a vast plateau. You see a battle unfolding between the strange Denizens of Leng, whom you have enthralled, and the Leng Spiders. Ages pass, but you are bound to this place, rage and bitterness growing in your heart with the passing of centuries. You attempt to find ways out of your imprisonment, but are always foiled in the end. Then one day, something happens and the very air quakes with the force of a distant impact. You test your boundaries and find that some measure of your once vast power has returned to you. You feel the prayers of supplicants from the material plane, and realize that you have gained influence there. However, you also feel the influence of your ancient foe, Mog-Lathar. Although you are not yet able to escape this dream world, you have gained the freedom to move around within it, and so you begin to plan your escape...


    Slowly your awareness shifts once again, and you find yourself back in your own bodies, standing on deck of the black ship. The grey dawn light reveals that you have made port at a ruined city of dark stone. Two monolithic statues of sphinxes in pristine condition stand on either side of a staircase descending some interminable depth below the city. The Stranger is nowhere to be seen, and it seems to be just the three of you present. Something in your mind has changed as well. You seem to be fixated on the singular purpose of getting to the King in Yellow...

    Spoiler: Big OOC Post!
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    Each of you have been exposed to the play called “The King in Yellow”; a rarely performed magical play which causes 2 types of Insanity (unique to this campaign):

    1) Causes Obsession with seeking out and serving the King in Yellow himself, or his servants, which you consider to be your allies (unless you succeed on a DC 25 Will save).

    2) If you fail that save, it can also cause Psychosis (unless you succeed on a second DC25 Will save), meaning your alignment shifts to chaotic-evil and you are filled with hatred to the world, generally plotting to kill everyone who is not also a servant of the King in Yellow.

    You can now each attempt a DC 25 Will save vs the Obsession. In the likely event that you fail (barring a natural 20) you can attempt a second DC 25 Will save against the Psychosis.

    These insanities are mostly a role-played mechanism, and you don’t have to try and kill everyone you come in contact with, as you are generally trying to hide it (you get a +10 to Bluff to hide the fact that you are psychotic), and you don’t necessarily want to put yourself in harm’s way. You can also suppress your psychosis for 1 day by succeeding on a DC25 Will save.

    Consider this excerpt from one of my source books for clarification. I see you generally being on the lower end of second degree.

    Spoiler: Degrees of Madness
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    “The first thing you need to determine is just how insane a character is. For ease, madness can typically be subdivided into three categories.

    First Degree: Neurotic Aftereffects
    After a brush with dread, or after recovering from a psychotic episode, it is unlikely that a person will completely return to normal. Instead, he will have quirks, nervous tics, and a somewhat shaky grasp of the world. If his insanity was instigated by reading terrible tomes, for instance, then other books may make him nervous or even give him a panic attack. He may hoard objects or avoid keeping anything. He may be constantly concerned about the possibility of insects crawling under his skin. He might hear voices but (usually) know that they are not real.
    Look for quirks to make your character fun, but not unplayable.

    Second Degree: Psychotic but Aware
    At this stage, the character, while clearly insane, is aware of their surroundings and capable of interacting with other characters, and can take normal actions, such as walking, eating, and possibly fighting. Picture a character in a film or book who has gone beyond being simply “odd” to the point of demonstrating unusual behaviors and attitudes at all times, which flavor their methods and interactions with others but still allow them to function. Remember that playing an insane character is not the same as playing an annoying character. Instead, strive to play your insane character with humor and intelligence. One critical aspect to madness is to never confuse it with stupidity: an insane character may interpret her surroundings or events incorrectly, but within her (skewed) worldview, her actions are often logical. Neither should you confuse insanity with comic relief: an insane character can be entertaining but not a constant subject of ridicule or the butt of every joke. Your character should enrich the game rather than detract from it—the way any character does. Also be aware that while your character’s view of reality may be distorted, it is also possible (even likely) that due to her contact with the Mythos, her view may be closer to the actual truth. For example, a person who sees things or hears voices that no one else can see or hear may seem insane, but the person’s condition could be caused by a permanent alteration to her brain that allows her to see or hear real entities in a parallel dimension to our own! Most importantly, there is no way for anyone to confirm whether the voices and hallucinations are real, short of acquiring the insanity themselves.

    Third Degree: Stark Raving
    Sometimes a character has been driven so insane that the player is forced to relinquish control to the GM. The sorceress is cowering in a corner, clawing at the air and babbling in an unknown language, or the paladin throws away his weapons and runs blindly through the forest shrieking. Typically, this extreme madness is only a temporary condition, and eventually the player can regain some control. Of course, in some cases, this can indeed be permanent, in which case the character becomes a GM tool, and is retired from active play. The player should create a new character to continue the adventure.”


    Spoiler: Recovering from Insanity
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    Once per week, a character suffering an insanity can attempt a Will save against the insanity’s DC. On a success, the insanity’s DC is reduced by 1d4. As long as the insanity has a DC of at least 1, the character continues to suffer the full effects of the insanity, although it becomes easier to resist its effects and recover as the DC goes down. Once the insanity reaches a DC of 0, the character is cured and that particular insanity no longer affects him. Insanity can be treated with the Heal skill. First, the insanity must be identified. A character can identify an insanity with a successful Heal check against 5 + the insanity's DC. Then, with 1 hour of effort per day in a week, the healer can treat it with a Heal check against the same DC at the end of the week. If the check succeeds, the patient receives a +2 bonus on the saving throw to reduce the sanity's DC for that week. Greater restoration cures one insanity suffered by a creature (caster’s choice) and reduces the DC of all other insanities suffered by that creature by 2d6.

    Restoration reduces the DC of one insanity suffered by a creature by 2d6. If a target creature suffers from multiple insanities, the spell only affects the insanity with the lowest DC (chosen randomly in the event of a tie).

    Lesser restoration has no effect on insanity.


    If anyone has any concerns on how this might affect their character, let me know in the OOC thread.
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  14. - Top - End - #314
    Ogre in the Playground
     
    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    Jeri remarks, "Was that even real? It must have been... but it can't have been. We died on that boat in the middle of nowhere, that's all. We must find the King in Yellow! But why? Who knows? Who cares? Who would be foolish enough to care? Only a fool! And I am just such a one!" She laughs again, bright and sparkling, as she did those centuries ago.

  15. - Top - End - #315
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Josephat collapses to his knees in complete and utter rapture. All his delusions, inklings and wonderings about the King in Yellow have been confirmed. His purpose is realized and his goals become clear. He begins babbling to himself feverishly and enthusiastically. Those who have seen him talking to himself at any length can tell that this is the loudest and most enthusiastic he has ever had an internal conversation.
    It takes many minutes for Joe’s euphoric blathering to subside. When he finally stops he looks around himself from his kneeling place on the deck. Rather than the clueless, disconnected, and vague stare he had previously he now appears more focused and aware. Additionally there is a malicious edge to his eyes, something that was certainly never there before. He would be angry, and have a hurt look of outrage. But now he looks around the deck with a distinct and clear edge of hostility.
    Slowly he raises to his feet, saying to himself “Yes, Yes, Together, Together get ourselves together. Work, we have Work.” Then just watches the others around him with a measuring and assessing glare. You might think it is the first time he had ever looked at anyone in the party…
    Last edited by brandnewb; 2019-10-25 at 03:36 PM.

  16. - Top - End - #316
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: Waking Nightmares (IC)

    Quinn smiles to himself, pleased to have arrived. He was where he was supposed to be, and it felt good. No more self doubt, no more worry. He wasn't sure why he had ever gotten so worked up about Deeanna, or anything else for that matter. Now he had a real purpose.

    He strides forward, looking out over the land mass. "Come on. Seems we're here. Let's have a look then." His voice sounds icey, and measured, and uncharacteristically confident. He smiles again. He liked this new voice. He liked this new Quinn.

    Without looking back, he vaults over the railing of the ship and begins descending down the stairs, drawing his bow and casting a spell as he goes.

    Spoiler: OOC
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    Casting Mage Armor on himself - 2 hour duration.

  17. - Top - End - #317
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Joe watches Quinn with interest. He brings his weapon into his hands than says to himself, "Where is he going? To find the King? Shall we follow?" Joe pauses for a moment, listening to something than nods. "Your right, we should follow." He proceeds to the railing, but he does not leap over. He looks around to find a regular method to climb down then does that.

    Once Joe catches up to Quinn and nods, "Lets find him." He says simply.

  18. - Top - End - #318
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    Aeryk's Avatar

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    Default Re: Waking Nightmares (IC)

    The party proceeds down the massive stairway. As you descend, the stairway curiously seems to be curving upward. Your feet and body tell you that you are going down, but your eyes tell you you are going up. You continue forward, ascending and descending at once, 700 steps until you arrive at the Gate of Deeper Slumber. Walking through it, you find yourselves in a dark, ancient, twisted forest. You can make your way by the dim phosphorescence of fungi, and eventually you also see pairs of lights, which look like eyes, moving about the branches. As you continue, you find yourself surrounded by these eyes, and you hear vicious chitters and howls building up. A sense of foreboding gives you the impression that whatever they are, they are about to attack. It is difficult to make out exactly what they are with their light-emitting eyes shining at you, but they seem small and vaguely squirrel-like.

    Spoiler: OOC
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    You may each take a single action in preparation of an ambush. Any offensive action will immediately trigger initiative.

    From each light source, there is a 15’ cone of normal light emanating from it, drawn on the map. Everything else is dim light. The brown squares are tree roots, which may be climbed, or jumped on to with appropriate checks. Map is linked in my signature block, as always.
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  19. - Top - End - #319
    Bugbear in the Playground
     
    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Josephat looks around interested with a smile on his face. ""Friends have we?" he casts mage armor on himself.

    Spoiler: stat block
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    Farmer Josephat human Spiritualist 2 HP 19 / 19 Speed ft Init 0 AC 14 Fort 6 Ref 0 Will 5 CMB +4 BAB 1 scythe 5 (2d4+3, 4)
    scythe power not available 4 (2d4+6, 4)
    longsword 0 (1d8+3, )
    sap 4 (1d6+3, 2) Str 16 (3) Dex 10 (0) Con 14 (2) Wis 12 (1) Int 10 (0) Cha 8 (-1)

  20. - Top - End - #320
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    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    "Friends, yay! Maybe the real King in Yellow is all the friends we've made along the way!" Jeri takes a moment and lights her lantern.

    Spoiler: Jeri statblock
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    Jeri LeTerre
    F CG (8/2) Tiefling (outsider) Kineticist (void), Level 2, Init 2, HP 12/17, Speed 30
    AC 13, Touch 12, Flat-footed 11, CMD 12, Fort 4, Ref 5, Will -1, CMB 0, Base Attack Bonus 1
    Cold Iron Lantern Staff +1 (1d6, x2)
    Dagger +0 melee / +3 ranged (1d4, 19-20/x2)
    Gravity Blast +3 (1d6+3)
    DR 3/- vs small piercing weapons Quilted Cloth Armor (+1 Armor, +2 Dex)
    Abilities Str 9, Dex 14, Con 12, Int 12, Wis 7, Cha 10
    Condition Kinda crazy.

  21. - Top - End - #321
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    PirateCaptain

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    Default Re: Waking Nightmares (IC)

    Quinn simply smiles coldly, eyeing the creatures and siphoning magical energy into his bow. The wood begins to glow a soft blue as it radiates magic.

    Spoiler: OOC
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    Hooray for buffing time! Appreciate it - Quinn has a hard time getting much done without it.

    Quinn will spend a point of mental focus to give his bow a +1 enhancement.

  22. - Top - End - #322
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    DwarfFighterGuy

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    Default Re: Waking Nightmares (IC)

    Spoiler: OOC
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    so how long have these critters been following us? Would it have been obvious to joe he might need his phantom? It takes 1min to summon

  23. - Top - End - #323
    Bugbear in the Playground
     
    DwarfFighterGuy

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    I won't summon him. I feel like I did not have it summoned so I should just take my lumps.


    Josephat does not wait for the creatures to attack. He bellows in anger and charges ahead at the closest creature. He evidently hopes they may be like animals in a normal forest that flee at a sign of hostility.

    Swinging his scythe in an arc Joe charges recklessly toward A1 and attacking.

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    So I picked A1 at random. But if one of them is low enough in it's treee for Joe to attack he will pick that one instead.

    If there is not one low enough for Joe to attack, then he will just ready an attack with his scythe.

    (1d20+4)[12]
    Damage (2d4+3)[8]

  24. - Top - End - #324
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    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    If Joe connects with anything, Jeri also blasts it. She gathers energy in preparation, at least - "Show yourselves! But be warned, do not come between us and the king!" - as a ring of dark void begins circling her like a hula-hoop.

  25. - Top - End - #325
    Ogre in the Playground
     
    PirateCaptain

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    Quinn steps in closer to his allies, lifts his bow and looses a shot at the same creature as the rest of the party.

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    Quinn moves to S10 and shoots at A1

    Attack: (1d20+6)[12]
    Damage: (1d8+2)[6]

  26. - Top - End - #326
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    Aeryk's Avatar

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    Joe charges at the closest pair of eyes at ground level, and finds his mark. As he closes on his target, he sees a small furry rodent with a rat-like tail and small tentacle-like appendages protruding from its snout. The critter squeals in pain as Joe’s scythe cuts a chunk out of it, but the squealing is cut short by a blast of void energy. The light from its eyes dims as it keels over dead. Meanwhile, Quinn takes aim at the next closest one perched on a nearby root, but the target is small and nimble and the shot sinks into the root.

    Spoiler: OOC Party
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    Joe charges and hits B2 for 9 damage.
    Jeri hits for 8 damage, killing B2.
    Quinn misses A1.


    A chorus of angry squeaks and chitters echoes through the woods as the creatures close in on the trio.

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    C2 and A2 flank and charge Joe with a Bite attack.
    -C2 Attack:(1d20+10)[28] (flanking and charging), Damage:1 plus 1 Bleed damage from tentacles.
    -A2 Attack:(1d20+10)[26] (flanking and charging), Damage:1 plus 1 Bleed damage from tentacles.

    A3 and C1 do the same to Jeri.
    -A3 Attack:(1d20+10)[11] (flanking and charging), Damage:1 plus 1 Bleed damage from tentacles.
    -C1 Attack:(1d20+10)[14] (flanking and charging), Damage:1 plus 1 Bleed damage from tentacles.

    C3, A1, and B1 charge converging on Quinn.
    -C3 Attack:(1d20+8)[25] (charging), Damage: Damage:1 plus 1 Bleed damage from tentacles.
    -A1 Attack:(1d20+8)[23] (charging), Damage: Damage:1 plus 1 Bleed damage from tentacles.
    -B1 Attack:(1d20+8)[14] (charging), Damage: Damage:1 plus 1 Bleed damage from tentacles.

    -B3 double moves towards the group.

    The creatures do 1d3-2 damage, so it works out to 1 every time since 1 is the minimum.


    Last edited by Aeryk; 2019-11-06 at 08:51 PM.
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  27. - Top - End - #327
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    HalflingRogueGirl

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    Default Re: Waking Nightmares (IC)

    Jeri laughs again as the one critter goes down. "Pop goes the weasel!"

    One of the creatures misses Jeri, but the other connects, and she blasts it in return. "Hey! Figments of my imagination aren't supposed to hurt!"

    Spoiler: OOC
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    Do they do piercing damage? The one plus side of the quilted cloth is that it's DR 3 vs piercing.

    Jeri's attack vs C1: (1d20+3)[11] to hit, (1d6+2)[5] bludgeoning dmg.

  28. - Top - End - #328
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    DwarfFighterGuy

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    Joe bellows enraged when the creatures surround him. The creatures bite at his legs, their tearing tentacles leaving bleeding wounds. He swings his scythe at one of the creatures in anger, attempting to slice it in two if possible.
    Attack A2 (1d20+4)[23]
    Damage (2d4+4)[8]
    His bleeding wounds spread blood down his legs, his cloak just beginning to show signs of red through the cloth. (Joe takes 1 bleed damage)



    Spoiler: Joe Stats
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    Farmer Josephat human Spiritualist 2 HP 16 / 19 Speed ft Init 0 AC 14 Fort 6 Ref 0 Will 5 CMB +4 BAB 1 scythe 4 (2d4+4, 4)
    scythe power not available 3 (2d4+7, 4)
    longsword 0 (1d8+3, )
    sap 4 (1d6+3, 2) Str 16 (3) Dex 10 (0) Con 14 (2) Wis 12 (1) Int 10 (0) Cha 8 (-1)

  29. - Top - End - #329
    Ogre in the Playground
     
    PirateCaptain

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    Bleed doesn't stack, right? Does that mean I take 3 damage from the attacks and then 1 point from the bleed on my turn?


    Quinn eyes the creatures with obvious displeasure, stepping back and summoning an ally to create some space for himself to shoot. As in the Morthog fight, a horse materialises in front of him. This time though, it has a pitch black hide and frightening red eyes. The smell of sulfur fills the air.

    The fiendish horse rears back and attacks the creature with its hooves.

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    I did not think I would be using this spell this often. Quinn takes a 5' back to T11 And summons a fiendish horse into T10. He's using a focus power, so he will not provoke from C1.

    Horse hoof attacks:
    Attack 1: (1d20-3)[11]
    Damage: (1d3)[3]

    Attack 2: (1d20-3)[14]
    Damage: (1d3)[3]


  30. - Top - End - #330
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    Aeryk's Avatar

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    In her enthusiasm to bring down another foe, Jeri misses her next blast. Meanwhile, Joe's scythe wounds his target, but doesn't bring it down, and Quinn's summoned horse manages to graze it's target.

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    Quote Originally Posted by H. Von Studley View Post
    Bleed doesn't stack, right? Does that mean I take 3 damage from the attacks and then 1 point from the bleed on my turn?
    That’s correct.

    -Jeri misses C1
    -Joe hits A2 for 8 damage. A2 is now "Wounded"
    -Fiendish Horse misses the first attack and hits with the second attack for 3 damage. Not sure if targeting A1 or B1, so I just picked B1 since it was slightly closer to Quinn. B1 is now "Grazed"


    The creatures continue swarming, bringing their sharp little claws to bear now.

    Spoiler: Enemy Actions
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    A1, B1, and C3 shift with a 5' step each to surround the fiendish horse and attack with 2 claws each, flanking.
    A1 Claw Attack 1:(1d20+8)[17] Damage: 1
    A1 Claw Attack 2:(1d20+8)[19] Damage: 1
    B1 Claw Attack 1:(1d20+7)[11] Damage: 1
    B1 Claw Attack 2:(1d20+7)[11] Damage: 1
    C3 Claw Attack 1:(1d20+8)[27] Damage: 1
    C3 Claw Attack 2:(1d20+8)[10] Damage: 1

    B3 (the one that was farthest away) closes in, charging Quinn with a bite attack.
    B3 Bite Attack:(1d20+8)[22] Damage: 1 plus 1 Bleed (not relevant at the moment, since as you noted, it does not stack).

    A3 and C1 keep attacking Jeri, 2 claws each, flanking.
    A3 Claw Attack 1:(1d20+8)[20] Damage: 1
    A3 Claw Attack 2:(1d20+8)[22] Damage: 1
    C1 Claw Attack 1:(1d20+8)[17] Damage: 1
    C1 Claw Attack 2:(1d20+8)[12] Damage: 1

    A2 and C2 keep attacking Joe, 2 claws each, flanking.
    A2 Claw Attack 1:(1d20+8)[14] Damage: 1
    A2 Claw Attack 2:(1d20+8)[17] Damage: 1
    C2 Claw Attack 1:(1d20+8)[20] Damage: 1
    C2 Claw Attack 2:(1d20+8)[21] Damage: 1

    *Forgot to include "Wounded" penalty for A2. Take off -2 from A2's attack rolls vs Joe (should be 12 and 15).
    Last edited by Aeryk; 2019-11-14 at 03:56 PM.
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