Overgrown Mage Tower.   Posted by Grimmshade.Group: archive 0
Grimmshade
 GM, 223 posts
 The People's DM
Sat 14 Sep 2013
at 02:02
Overgrown Mage Tower
Map for Group 0 is the image of this tower (may need to REFRESH)

The reedy marshland has crept out to overtake the three story mage tower. A squared building is attached to the front of the first level, and seems to holds the only entrance.
Grimmshade
 GM, 224 posts
 The People's DM
Sat 14 Sep 2013
at 02:03
Re: Overgrown Mage Tower
OOC: Someone needs to make a Background Check for a "Perception" type check as the party approaches.
Laas Yah-Nir
 player, 72 posts
Sat 14 Sep 2013
at 23:45
Re: Overgrown Mage Tower
I chance a quick glance behind me, to see if we are still being watched by the three.
I then turn my attention to the tower.

OOC: Perception roll, 18:43, Sat 14 Sept 2013: Laas Yah-Nir rolled 22 using 1d20+8 ((14)). WIS, Background and Umbra.
Grimmshade
 GM, 226 posts
 The People's DM
Sun 15 Sep 2013
at 04:08
Re: Overgrown Mage Tower
Laas notices odd swirls and shapes in the mucky reed filled water surrounding the tower. He suspects there are at least three creatures moving in it.
Laas Yah-Nir
 player, 73 posts
Sun 15 Sep 2013
at 23:06
Re: Overgrown Mage Tower
"Caution, friends. This makeshift moat appears to be occupied."
I look around for anything that would, or could have been used for a drawbridge. A suitable fallen log that isn't too waterlogged or rotten.
"Try not to disturb the water."
Grimmshade
 GM, 227 posts
 The People's DM
Mon 16 Sep 2013
at 01:27
Re: Overgrown Mage Tower
Laas doesn't take long to find a small log. As he is rolling it towards the water, assuming with some help, three skeletons holding daggers slowly rise from the water. Wet, decaying reeds and mud hang from their bones. Behind them, also from the water, rise two hissing Lizard Men.

OOC: if nobody has a pre-combat action, this would be initiative time.
Cunningham Hickoryhock
 player, 96 posts
 HP:20/24 Recoveries:6/8
 AC:15 PD:14 MD:12
Mon 16 Sep 2013
at 05:23
Re: Overgrown Mage Tower
The metal man's silence sunk slowly into Doc as they progressed. The gnome was unusually quiet, pondering the forgeborn's look. He was an early model. Easily trifled with. Perhaps he hadn't gained the gift of sentience and autonomy that others had? Or perhaps the Archmage or that moustachioed man had seen to trifling of their own to render that hard-wrought autonomy and freedom of thought short-lived.

"Whoop. Lookey there. Looks like this water's disturbed enough on it's own. Maybe we should've sent the other lot here first."

OOC: 00:18, Today: Cunningham Hickoryhock rolled 21 using 1d20+4. Doc Initiative.

Are Lizard Men different from trogs?

Grimmshade
 GM, 228 posts
 The People's DM
Mon 16 Sep 2013
at 05:47
Re: Overgrown Mage Tower
OOC: yes, different than Trogs!
Aymery Guironne
 player, 64 posts
Mon 16 Sep 2013
at 07:08
Re: Overgrown Mage Tower
[OOC: Primarily in that they stink less...]

[Aymery Guironne rolled 18 using 2d20 ((4,14)). Initiative. With my +3 and Quick to Fight, that gives me the choice of 7 or 17. I'll take the 17.]

Quoril Silversgleaming
 player, 94 posts
 HP:18/18 Recoveries:8/8
 AC:12 PD:11 MD:15
Mon 16 Sep 2013
at 12:15
Re: Overgrown Mage Tower
In reply to Aymery Guironne (msg # 9):


Quoril's hand immediately moves to his wand and the wand speaks to Quoril about how so very good it is to finally be in combat.



OOC: 08:09, Today: Quoril Silversgleaming rolled 20 using 1d20+3. initiative (17) .
Grimmshade
 GM, 229 posts
 The People's DM
Mon 16 Sep 2013
at 20:23
Re: Overgrown Mage Tower
OOC: Grimmshade rolled 15 using 1d20+6
Initiative is:
Doc 21
Quoril 20
Aymery 17
Monsters 15
Laas 10

This message was last edited by the GM at 00:15, Wed 18 Sept 2013.

Laas Yah-Nir
 player, 74 posts
Tue 17 Sep 2013
at 10:52
Re: Overgrown Mage Tower
Surprised and repulsed by the skeletons, I'm too slow to move when the log is let go and it rolls backwards onto my foot.

OOC:
05:48, Today: Laas Yah-Nir rolled 10 using 1d20+3. Initiative.

Cunningham Hickoryhock
 player, 97 posts
 HP:20/24 Recoveries:6/8
 AC:15 PD:14 MD:12
Tue 17 Sep 2013
at 20:52
Re: Overgrown Mage Tower
Doc instinctively jerks for his crossbow, but then realizes what little effect a bolt will have on a skeleton. Spying the murky water around, however, lightning does look like a promising option.

First things first, he ducks behind Aymery. Then snapping what looks like a thick stick of chalk and licking both broken ends with a look of endured disgust, Doc skips one piece in an arc across the marsh surface  toward the front skeleton, just like a pleasant afternoon pasttime of skipping rocks. Holding the other piece away from his body, (and just barely from Aymery's) expecting a lightning arc to bolt between the broken pieces.

Instead a watery clap and a sonic shockwave splatters up against Aymery from the invisible line of thunder echoing in rapid waves between the pieces. Thunder's almost like lightning, right? "Thunder's best for rattling bones. Yes, of course..." Doc mutters in false confidence, while popping his ears the hair showing under his hat blasted up straight from his forhead.


OOC:
- 15:42, Today: Cunningham Hickoryhock rolled 6 using 1d20. prototye attack front skeleton (+5) vs PD.
- 15:43, Today: Cunningham Hickoryhock rolled 4 using 1d4. random energy = Thunder
- Since attk is natural even -- 15:44, Today: Cunningham Hickoryhock rolled 4 using 1d6. Chaotic benefit = 1 damage to all nearby staggered enemies (none)
15:47, Today: Cunningham Hickoryhock rolled 5 using 1d8+3. prototype damage.

Total = 11 vs front skeleton PD
If hit = 5 thunder damage
If miss = 1 damage

Hit or miss: All Doc's allies get +1 vs main skeleton til Doc's next turn.

This message was last edited by the player at 20:54, Tue 17 Sept 2013.

Grimmshade
 GM, 230 posts
 The People's DM
Wed 18 Sep 2013
at 00:22
Re: Overgrown Mage Tower
When the sound and the water spray are all finished, the skeleton stands still for a moment... A piece of rotted moss falls from it's ribcage... It and it's companions continue advancing on the party.

OOC: The Skeleton took 1 HP damage.
Quoril (or Aymery) is up!
Escalation = 0
+1 to hit Main Skeleton (thanks to Doc)

Quoril Silversgleaming
 player, 95 posts
 HP:18/18 Recoveries:8/8
 AC:12 PD:11 MD:15
Wed 18 Sep 2013
at 01:34
Re: Overgrown Mage Tower
In reply to Grimmshade (msg # 14):

Turning to the lizard men, Quoril raises his wand.

Reptiles do not like the cold...and you shall feel the fury of the winter court!

He unleashes a Ray of frost on the Lizardman on the right....and it felt really good to do so.

OOC: At wills really don't benefit from "Vance's" so I'll refrain from doing more than describing my ray as coming from the winter sidhe... Attack is INT +level (+wand) vs. PD.  (4+1+1=+6)


21:32, Today: Quoril Silversgleaming rolled 22 (16) using 1d20+6. Freeze the Lizard...Man.

I hope that hits. Damage: 3d6+1 (wand)


21:33, Tue 17 Sept 2013: Quoril Silversgleaming rolled 12 using 3d6+1 ((2,6,3))

22 to hit     12 Damage 

This message was last edited by the player at 01:35, Wed 18 Sept 2013.

Grimmshade
 GM, 231 posts
 The People's DM
Wed 18 Sep 2013
at 03:23
Re: Overgrown Mage Tower
The Lizardman snarls as the ray of frost washes over him.

OOC: The Lizardman took 12 damage.
Aymery is up!
Escalation = 0
+1 to hit Main Skeleton (thanks to Doc)

Aymery Guironne
 player, 65 posts
Wed 18 Sep 2013
at 09:16
Re: Overgrown Mage Tower
Aymery steps forward, swinging his bastard sword into the lead skeleton's ribs!

[OOC: Aymery Guironne rolled 15 using 1d20. Swing at the lead skeleton. ! Raw die roll +0 for Escalation, +3 for STR, +1 for level. Total: 19.
Damage (if that's a hit) Aymery Guironne rolled 10 using 1d10. +3 for STR. Damage.  Total: 13!]

Grimmshade
 GM, 232 posts
 The People's DM
Wed 18 Sep 2013
at 20:05
Re: Overgrown Mage Tower
OOC: Skeletons take half damage from non-smashy weapons unless the natural roll is 16+
Aymery still does 7 HP damage and kills a skeleton.


The moss dripping skeleton in the lead shatters under the force of Aymery's blow. bits rain down into the water around the advancing enemies.

The remaining two skeletons advance on Aymery and stab with rusty daggers, taking all the fighters concentration to not get stabbed.

OOC: Grimmshade rolled 19,22 using d20+6,d20+6 ((13,16))
Aymery AC = 18
Aymery takes 2 hits for a total of 6 HP damage!


One Lizardman chuckles in a hissing way at Doc and charges the Gnome with a stone tipped spear, but Doc ducks nimbly out of the way!

OOC:  Grimmshade rolled 13 using 1d20+7 ((6))
Miss!


The other Lizardman still steaming from the recent wash of Ice Spell it received, grins at Quoril and licks it's thin lips with a thick slimy tongue before charging the elven wizard with its spear...

OOC: Grimmshade rolled 16 using 1d20+7 ((9))
Quoril AC = 12
Quoril is hit and takes 7 HP damage!


Initiative is:
Doc 21
Quoril 20
Aymery 17
Monsters 15
Laas 10

Laas is up!
Escalation = 0
2 Skeletons engaged with Aymery
1 Lizardman Engaged with Doc
1 (wounded) Lizardman Engaged with Quoril

Laas Yah-Nir
 player, 75 posts
Thu 19 Sep 2013
at 21:32
Re: Overgrown Mage Tower
There is a sucking pop as I extract my foot from under the log and mud.
"You like this bog so much you filthy wretches, how about you stick around for a while!"
I hold my oakenstaff above my head with both hands as I utter an incantation to the earth, then plunge its end into the muddy ground.

OOC: Cassting Entangle
Close-quarters spell
Daily
Target: 1d4 nearby outdoors creatures, each with 55 hp or fewer.
16:24, Today: Laas Yah-Nir rolled 1 using 1d4. Entangle targets. (If I can choose a target I'll ensnare the lizardman engaged with Quoril, as he is squishiest.)


Roots, reeds and all manner of mucky plant matter bulge out of the mud to coil around the lizardman.

Attack: Wisdom + Charisma + Level vs. PD:
16:29, Today: Laas Yah-Nir rolled 21 using 1d20+7.
Hit: The target is stuck till end of your next turn.
Hit by 4+: 1d10 x your level damage, and the target is dazed until end of your next turn + stuck (save ends)
Hit by 8+: Damage equal to half the targetís maximum hit points, and the target is dazed + Stuck (save ends).
Hit by 12+ or Natural 20: The target is destroyed.

(In the event of option number 2: 16:31, Today: Laas Yah-Nir rolled 6 using 1d10+1.)

Grimmshade
 GM, 234 posts
 The People's DM
Thu 19 Sep 2013
at 23:39
Re: Overgrown Mage Tower
OOC: The hit is 5 over the PD, so the Lizardman take 6 damage, making him Staggered(Bloodied), also Dazed till end of Laas turn, & Stuck (Save Ends)

The Lizardman hisses and snarls as the roots and reeds rise from the water and entangle his legs.

OOC: Thats the end of round 1
Round 2!
Initiative is:
Doc 21
Quoril 20
Aymery 17
Monsters 15
Laas 10

Doc (or Quoril or Aymery) is up!
Escalation = +1
2 Skeletons engaged with Aymery
1 Lizardman Engaged with Doc
1 (Staggered) Lizardman Engaged with Quoril (Dazed till end of Laas turn, Stuck (Save Ends))

Cunningham Hickoryhock
 player, 99 posts
 HP:20/24 Recoveries:6/8
 AC:15 PD:14 MD:12
Fri 20 Sep 2013
at 03:41
Re: Overgrown Mage Tower
Doc grumps at the lack of effect his impressively rumbling thunder-pop had on the skeleton, while Aymery's plain old metal shattered the thing mere seconds later. Harrumph. He turns his attention more to the soft-bodied reptiles who grin too much.

Seizing the opportunity afforded by Laas's-going-and-making-the-muck-all-rambunctious, Doc calculates the odds of him dodging his lizardman's spear and Quoril dodging his. The thought doesn't take long.

Rolling under his lizardman's ineffectual spear thrusts, Doc wipes muck off his glasses with his sleeve midair while tossing another thunder-pop sidearm toward Quoril's menace; all before landing too heavily and messily among the reeds. Robe-style arcanists have the inconvenient predilection of only working best while not being stabbed with pointy muck skewers.

"Q don't look straight at the pop; could crack your eyeballs like eggs at that proximity!" Doc ducks again practically absent-mindedly. Then scowls back at the lizard man nearest him. "Oh come come now. Yes I'm aaall the way down here."

22:29, Today: Cunningham Hickoryhock rolled 15 using 1d20. Prototype stone (+5 vs Quoril'sLizardman's PD + 1 escalation).
22:29, Today: Cunningham Hickoryhock rolled 11 using 1d8+3. thunder damage.

Total: 21 vs Q's lizardman PD
Damage: 11 thunder damage
All Allies +1 vs Quoril's lizardman till Doc's next turn.

Aymery Guironne
 player, 66 posts
Fri 20 Sep 2013
at 13:17
Re: Overgrown Mage Tower
Aymery dodges dagger-blows, and smashes the pommel of his bastard sword against the skull of the skeleton to his right!

[OOC: Aymery Guironne rolled 15 using 1d20. Smash skeleton! Raw die roll +1 for Escalation, +3 for STR, +1 for level. Total: 20.
Damage (if that's a hit) Aymery Guironne rolled 1 using 1d10. Rerolling with Deadly Assault. Aymery Guironne rolled 10 using 1d10. Damage to skeleton. +3 for STR. Total: 13, Halved = 7.]

Grimmshade
 GM, 235 posts
 The People's DM
Fri 20 Sep 2013
at 20:46
Re: Overgrown Mage Tower
OOC: Quoril's Lizardman takes 11 damage and is down to 3 HP remaining!
Aymery destroys another skeleton, leaving 1 standing.


The explosion next to the Lizardman menacing Quoril again sends a wave of water and muck flying in all directions! The Lizardman staggers back under the force of the explosion.

Another skeleton falls to Aymery's blade, leaving only one of the undead things menacing him.

OOC: Quoril is up!
Escalation = +1
+1 to hit the Lizardman facing Quoril thanks to Doc.

Quoril Silversgleaming
 player, 96 posts
 HP:11/18 Recoveries:8/8
 AC:12 PD:11 MD:15
Fri 20 Sep 2013
at 21:44
Re: Overgrown Mage Tower
In reply to Grimmshade (msg # 23):


Quoril sneers and grunts with pain...

Feel the power of Kenzer's Lighting Grasp you primeval villain.


The right arm twirls the wand in a tight circle as the magical phrase is spoken. Quoril's right hand begins to glow blue as the electricity begins to spark and he reaches for the Lizardman's chest.


OOC: Shocking Grasp INT (+4) + Lvl (+1)  + Doc bonus (+1)+ Wand (+1) + Escalation (+1) = +8

17:40, Fri 20 Sept 2013: Quoril Silversgleaming rolled 23 using 1d20+8 ((15))


17:41, Fri 20 Sept 2013: Quoril Silversgleaming rolled 4 using 1d4+1 ((3)).

He is supposed to pop free from me but being held by Laas I assume he just stays. Well if I hit i guess his dies with only 3 HP left.

This message was last edited by the player at 21:45, Fri 20 Sept 2013.

Grimmshade
 GM, 237 posts
 The People's DM
Sat 21 Sep 2013
at 07:08
Re: Overgrown Mage Tower
The lizardman sinks back into the muck, dead from Quoril's touch.

The Lizardman facing Doc roars and takes a two handed downward stab at the gnome.
Doc once again slips away, and the Lizard slips on the muck.

OOC: Grimmshade rolled 8 using 1d20+7 ((1))
The Lizardman has -2 AC and PD till it's next turn due to the Fumble.


The skeleton mindlessly stabs at Aymery, but the dagger rakes across his armor.

OOC:  Grimmshade rolled 13 using 1d20+6 ((7))

Escalation +1
Lizardman engaged with Doc (-2 AC/PD)
Skeleton engaged with Aymery
Laas is up!