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[13th Age WM] The White Tower.

24

Posts

  • CarnarvonCarnarvon Registered User regular
    edited March 2017
    Garfer stands amidst his own company, surrounded by five red-robed monsters. They are nearby to the dwarf, as he just popped free of them. Sagur, Slypher, and Yo'guard stand outside of their tent, watching events unfold nearby. The night is pitch black, dimly lit only by the flickering of your hearth.

    @Grunt's Ghosts is up!

    Carnarvon on
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    First, housekeeping. Touch of Wizardry and Whiff of Sorcery allow me to gain a random spell from those classes. There are 6 1st level spells for Sorcerers and 8 1st level spells for Wizards, so I need to figure out which of those I know today. I was also suppose to roll to see what kind of spell I was going to cast when we roll initiative. First time playing a Chaos Mage, so be gentle with me. 1-2: Attack 3-4: Defense and 5-6: Iconic. I'll also roll 1d12 in case the first spell is Iconic (page. 16 of 13TW), then I'll roll the Spell Category again for next turn's spell as normal. If I roll the same number as last time, I'll have to roll again... Which is why Chaos Mages are going to be a bitch in PBP...

    Geth roll 1d6 for Sorcery
    Geth roll 1d8 for Wizardry
    Geth roll 1d6 for First Round Spell Category
    Geth roll 1d6 for Second Round Spell Category
    Geth roll 1d12 for First Iconic
    Geth roll 1d12 for Second Iconic

    Sorcery:
    1d6 3 [1d6=3]
    Wizardry:
    1d8 6 [1d8=6]
    First Round Spell Category:
    1d6 2 [1d6=2]
    Second Round Spell Category:
    1d6 1 [1d6=1]
    First Iconic:
    1d12 1 [1d12=1]
    Second Iconic:
    1d12 11 [1d12=11]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Ok, so I have the following Sorcerer and Wizards spell for today:

    Sorcerer Spell- Chaos Bolt
    Ranged spell
    At-Will
    Special: The first time you use chaos bolt each battle, determine a random energy type. The spell deals that type of damage each time you use it that battle.
    Target: One nearby enemy OR one far away enemy with a –2 attack penalty
    Attack: Charisma + Level vs. PD
    Hit: 1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain a chaotic benefit as if you had gathered power.
    Miss: Damage equal to your level.

    Wizard Spell- Ray of Frost
    Ranged spell
    At-Will
    Target: One nearby enemy
    Attack: Intelligence + Level vs. PD
    Hit: 3d6 cold damage
    Miss: Damage equal to your level.

    I got Attack Spells for this round and next so 1 and 2 are no longer available until only one number is left to roll. Because I took Attacking Wrap, I get to roll High Weirdness this round and next! Only one high weirdness can be active at the same time so...

    Geth roll 1d100 for High Weirdness

    Oh, Chaos Mage, How fucking nuts are thee?

    High Weirdness:
    1d100 77 [1d100=77]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    ahrxs02v6nx5.gif
    High Weirdness: 77- Choose one creature (including you) that has already rallied this battle. It can rally again this battle (using the same action it normally would) as if it hadn’t already rallied (no roll if the first use).

    So this wierdness doesn't apply really, but I'll give it to Slypher. Seems like the type who might go down.

    Yo'guard grabbed his staff and rushed forward to the fight. He had dealt with creatures of chaos before, learned method in their madness, and knew how to use it... kinda. Whipping his staff into the sky, the gnome started chanting, moving the staff in strange patterns that left glowing lines and runes in their path. Suddenly, one of the robed tentacle monsters was grabbed, ironically, by ghostly purple tentacles!

    "I read Hokusai Katsushika's body of works. I know what you plan on doing with those things and I'll have none of it!"
    Force Tentacle
    Ranged spell  At-Will
    Target: One random nearby enemy
    Attack: Charisma + Level vs. PD
    Hit: 1d10 + Charisma force damage.
    Miss: Damage equal to your level.

    Geth roll 1d5 for random enemy
    Geth roll 1d20+3 vs. Random Enemy's PD.
    Geth roll 1d10+2 for damage.

    random enemy:
    1d5 2 [1d5=2]
    vs. Random Enemy's PD.:
    1d20+3 5 [1d20=2]
    damage:
    1d10+2 9 [1d10=7]

  • CarnarvonCarnarvon Registered User regular
    I'm gonna level with you, @Grunt's Ghosts . I'm not reading all that shit. I'm just going to assume you're not cheating! Easier in the long run for both of us :bzz:

    Yo'guard's magical tentacles are no match for the abomination, who takes the blow like a mother's slap on the hand. Though you can't see it on the monsters' faces, you sense that they're almost offended by the attack. The fact that two of them are heading straight towards Yo'guard further reinforces the sentiment. Their besucker'd tentacles flail at the gnome, grabbing at his flesh and armor.

    Geth, Roll 1d20+3 for Red Robe 1 Attack 1 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 1 Attack 2 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 2 Attack 1 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 2 Attack 2 VS. Yo'guard!

    The one-armed red-robe and another stick to the dwarf, jumping him and attempting to bring him to the ground...

    Geth, Roll 1d20+3 for Red Robe 3 Attack 1 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 3 Attack 2 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 4 Attack 1 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 4 Attack 2 VS. Garfer!

    The remaining abomination begins waving his arms in an obscene ritual!

    Geth, Roll 1d20+7 for Inhuman Magicks!

    Red Robe 1 Attack 1 VS. Yo'guard!:
    1d20+3 11 [1d20=8]
    Red Robe 1 Attack 2 VS. Yo'guard!:
    1d20+3 21 [1d20=18]
    Red Robe 2 Attack 1 VS. Yo'guard!:
    1d20+3 21 [1d20=18]
    Red Robe 2 Attack 2 VS. Yo'guard!:
    1d20+3 13 [1d20=10]
    Red Robe 3 Attack 1 VS. Garfer!:
    1d20+3 18 [1d20=15]
    Red Robe 3 Attack 2 VS. Garfer!:
    1d20+3 5 [1d20=2]
    Red Robe 4 Attack 1 VS. Garfer!:
    1d20+3 17 [1d20=14]
    Red Robe 4 Attack 2 VS. Garfer!:
    1d20+3 7 [1d20=4]
    Inhuman Magicks!:
    1d20+7 9 [1d20=2]

  • CarnarvonCarnarvon Registered User regular
    Yo'guard is stricken three terrible blows by the murderous attacks from the masked horrors. The suckers clamp down on the gnome, causing him to be stuck! (save ends!)

    Garfer fairs only slightly better, with one knotted tentacle latching to the small of his back, causing him to be stuck! (save ends!)

    Geth, roll 3d4 damage VS Yo'Guard!

    Geth, roll 1d4 damage VS Garfer!

    damage VS Yo'Guard!:
    3d4 10 [3d4=2, 4, 4]
    damage VS Garfer!:
    1d4 2 [1d4=2]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Yeah, I think that's how it works. The Chaos Mage's stuff is pretty chaotic with all the mechanic bits and hopefully I'll play it right. Still trying to figure out how to use the Sorcerer and Wizard spells (which I think is during a Attack Category turn, since they are... Well attacks). But it's so much stuff and I was busy repairing my car today with Seljin468

  • CarnarvonCarnarvon Registered User regular
    edited March 2017
    ESCALATION DIE: 0

    INITIATIVE ORDER
    Grunt's Ghosts
    Red Robes
    @Albino Bunny
    seijin
    doomybear

    Carnarvon on
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Sagur grumbled at being woke up. Not that she'd being particularly asleep. They were in the wilds after all. No one sensible slept in the wilds. Her spear was stabbed into the ground with her pack. Out of reach and judging by the distances involved with the current combatants much too far away. Not that it mattered. Sagur had other options. You'd have to be an idiot to only bring one tool of murder out here.

    Getting to her feet in a way that certainly didn't manage to look dignified the half orc stumbled over towards the tree she'd stored her supplies in. Grabbing hold of her bow, still strung from the failed hunt and knocking an arrow. Sending it flying towards the creatures accosting her companion.

    Geth roll 1d20+4 for the bow shot.

    Geth roll 1d10+3 for damage if it lands.
    I think that's all correct?

    the bow shot:
    1d20+4 12 [1d20=8]
    damage if it lands:
    1d10+3 13 [1d10=10]

  • CarnarvonCarnarvon Registered User regular
    That's a hit! Which one did you shoot, the damaged (3) or undamaged (4) red robe attacking Garfer, the damaged (2) or undamaged (5) red robe attacking Yo'guard, or the the red robe that's casting a spell (1)?

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Geek the Mage first.

  • seljin468seljin468 Registered User regular
    Slypher walks up to Yo'guard and uses heal on Yo'guard and he sends his skelten minion to attack red robe 1 geth roll 1d20+6 vs ac redrobe 1 geth roll 1d6 for DMG skelten minion geth roll 1d20 for chant of endings vs red robe 1 md geth roll 1d10+3 for DMG

  • seljin468seljin468 Registered User regular
    Geth roll 1d20+6 for skelten minion vs red robe 1
    Geth roll 1d6 for DMG

    Geth roll 1d20+4 chant of endings vs red robe 1
    Geth roll 1d10+3 for DMG also use
    Cleric heal on Yo'guard

    skelten minion vs red robe 1:
    1d20+6 12 [1d20=6]
    DMG:
    1d6 3 [1d6=3]
    chant of endings vs red robe 1:
    1d20+4 11 [1d20=7]
    DMG also use:
    1d10+3 11 [1d10=8]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Geth roll 1d6+1 for Heal

    Heal:
    1d6+1 2 [1d6=1]

  • CarnarvonCarnarvon Registered User regular
    edited March 2017
    The half-orc's bolt almost snuffs out the red robe then-and-there, but his alien physique keeps him in the fight. Likewise, Slypher's ghoul nearly manages to tear apart his own quarry.

    ESCALATION DIE: 0

    INITIATIVE ORDER
    Grunt's Ghosts
    Red Robes
    Albino Bunny
    seijin
    @doomybear

    I'm flying three thousand miles for a wedding tomorrow, so I might not be able to post then. I'll try to get it down before I sleep, but this next week is going to be all phone posts at night, most likely. To make things easy for me, please post links to your character sheets, as well as your current and maximum hp!

    Carnarvon on
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Click on the Yo'guard pic and it opens a link to my character sheet.

  • doomybeardoomybear Hi People Registered User regular
    edited March 2017
    Garfer yelped at the slap and grabbed at the sucker stuck on him, but drawing his axe and defending himself got more priority.

    "Yo'guard! Are you sure this isn't some accident of yours?" he accused while he swung his hatchet at a foe.
    Garefer is attacking Red Robe 3 (the damaged one).

    Geth roll 1d20+3 For Attack vs. AC
    Geth roll 1d6+2 For Damage
    Geth roll 1d20 Save Ends Stuck

    Miss damage 1.

    HP: 22/24

    Here's a link to the sheet: Drive Link

    Attack vs. AC:
    1d20+3 10 [1d20=7]
    Damage:
    1d6+2 8 [1d6=6]
    Save Ends Stuck:
    1d20 19 [1d20=19]

    doomybear on
    what a happy day it is
  • CarnarvonCarnarvon Registered User regular
    Sagur dealt 13 damage to red robe 5!
    Slypher dealt 3 damage to red robe 1!
    Garfer dealt 1 damage to red robe 3!

    Yo'guard took 10 damage!
    Garfer took 2 damage!

    ESCALATION DIE: 1

    INITIATIVE ORDER
    @Grunt's Ghosts
    Red Robes
    Albino Bunny
    seijin
    doomybear

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Is being stuck the same as grabbed?


  • CarnarvonCarnarvon Registered User regular
    It's in the book, basically you can't move from your current location aside from teleporting.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    I wanted to make sure as a save ends effect and grabbed are two different things.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    ahrxs02v6nx5.gif


    "These aren't..." Yo'guard slaps one tentacle away with his staff "my doing." The gnome tries to break away from the robed monster...
    So that is a -5 for breaking from grab, +1 for Dex, and -1 for being engaged with two different robes...
    Geth roll 1d20-5 to break away

    to break away:
    1d20-5 2 [1d20=7]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    ahrxs02v6nx5.gif


    Seeing that he was held tight, Yo'guard decided to forgo spells and bash brains instead.
    Geth roll 1d20 to bash brains in.
    Geth roll 1d6 for damage

    to bash brains in.:
    1d20 4 [1d20=4]
    damage:
    1d6 4 [1d6=4]

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    edited March 2017
    Forgot to roll next spell category...
    Geth roll 1d6
    Got to figure out how to do Iconic Spells in a custom setting...

    1d6 6 [1d6=6]

    Grunt's Ghosts on
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Sorry for another post but I guess I need to roll a d12 for Iconic Spell and try to match our Icons to their spell list...

    Geth roll 1d12

    1d12 9 [1d12=9]

  • CarnarvonCarnarvon Registered User regular
    Back home again, resuming normal posting schedule... again. Also, I forgot that 13th age monsters tend to deal flat damage. I'll be fixing that.

    Yo'Guard attempts to harry a red robe with his staff, but fails to rebuff his attacker.

    The two red robes continue their assault on the Gnome.

    Geth, Roll 1d20+3 for Red Robe 1 Attack 1 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 1 Attack 2 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 2 Attack 1 VS. Yo'guard!
    Geth, Roll 1d20+3 for Red Robe 2 Attack 2 VS. Yo'guard!

    Meanwhile, Garfer still has two attackers to deal with.

    Geth, Roll 1d20+3 for Red Robe 3 Attack 1 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 3 Attack 2 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 4 Attack 1 VS. Garfer!
    Geth, Roll 1d20+3 for Red Robe 4 Attack 2 VS. Garfer!

    The last red robe continues to try to cast his spell, despite being near death.

    Geth, Roll 1d20+7 for Inhuman Magicks!

    Each hit deals 3 damage and applies Stuck, save ends.

    Red Robe 1 Attack 1 VS. Yo'guard!:
    1d20+3 6 [1d20=3]
    Red Robe 1 Attack 2 VS. Yo'guard!:
    1d20+3 12 [1d20=9]
    Red Robe 2 Attack 1 VS. Yo'guard!:
    1d20+3 13 [1d20=10]
    Red Robe 2 Attack 2 VS. Yo'guard!:
    1d20+3 5 [1d20=2]
    Red Robe 3 Attack 1 VS. Garfer!:
    1d20+3 7 [1d20=4]
    Red Robe 3 Attack 2 VS. Garfer!:
    1d20+3 14 [1d20=11]
    Red Robe 4 Attack 1 VS. Garfer!:
    1d20+3 8 [1d20=5]
    Red Robe 4 Attack 2 VS. Garfer!:
    1d20+3 17 [1d20=14]
    Inhuman Magicks!:
    1d20+7 11 [1d20=4]

  • CarnarvonCarnarvon Registered User regular
    Yo'guard takes 6 damage from the constricting tentacles of the robed monsters!

    Garfer takes 6 damage from a similar tentacle-beatdown experience!

    The last red robe continues to incant!


    ESCALATION DIE: 1

    INITIATIVE ORDER
    Grunt's Ghosts
    Red Robes
    @Albino Bunny
    seijin
    doomybear

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Sagur takes a deep breath. Loosing another arrow at the last enemy left standing.

    Geth roll 1d20+4

    Geth roll 1d10+3 for damage

    1d20+4 21 [1d20=17]
    damage:
    1d10+3 10 [1d10=7]

  • CarnarvonCarnarvon Registered User regular
    Sagur takes a deep breath. Loosing another arrow at the last enemy left standing.

    Geth roll 1d20+4

    Geth roll 1d10+3 for damage

    I'm assuming that's against the red robe that's casting a spell? So far no one has died yet.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Yes, blah. Sorry, read Last Red Robe late at night and my braind idn't process it well.

  • seljin468seljin468 Registered User regular
    slypoher

    skeleton minion geth roll 1d20+7 vs red robe 1 ac
    skeleton minion dmg geth roll 1d6 for dmg

    healing Yo,guard
    1-4 is red robe 5 is ally 6 is other ally
    geth roll 1d6 random target
    geth roll 1d20+5 vs md
    geth roll 2d6+3 for dmg
    if hits ally 5-energy dmg
    if miss i dont use heal

    i need to know if i can use my other heal on Yo,guard but he is rapped up can i or can i not

    random target:
    1d6 1 [1d6=1]
    vs md:
    1d20+5 15 [1d20=10]
    dmg:
    2d6+3 8 [2d6=1, 4]

  • seljin468seljin468 Registered User regular
    geth roll 1d20+7 skeleton minion vs red robe 1 ac
    geth roll 1d6 for dmg vs red robe 1

    skeleton minion vs red robe 1 ac:
    1d20+7 21 [1d20=14]
    dmg vs red robe 1:
    1d6 4 [1d6=4]

  • CarnarvonCarnarvon Registered User regular
    Sagur's second bolt lands square between the eyes on the Red Robe's silver mask! You see the arrow wriggle and shift as some horrible ichor pulses and bubbles beneath the surface! The Red Robe's body explodes, sending tentacles across the field, wriggling and writhing closer to the half-orc!

    The necrotic energy and the gnashing teeth of the necromancer's ghoul are too much for the red robe, as green ichor pours out from his wounds as he nearly explodes from a seemingly internal pressure! Chunks of flesh and tentacles burst forth and wriggle towards the necromancer!

    @seljin468 what spell are you using to heal, Channel Life? Then yes, Yo'guard can use a recovery.

    ESCALATION DIE: 1

    INITIATIVE ORDER
    Grunt's Ghosts
    Red Robes
    Albino Bunny
    seijin
    @doomybear

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Geth roll 1d6+1 for Heal

    Heal:
    1d6+1 6 [1d6=5]

  • seljin468seljin468 Registered User regular
    way grunts ghosts told me I can use heal as a staderded action and use channel life as my attack but with his situation idk

  • doomybeardoomybear Hi People Registered User regular
    edited March 2017
    Garfer yelled out as he suffered another beating, and he swung his axe again. As one and then another exploded into yet more of a threat, Garfer grumbled, "Bah, they're full of surprises, too! Darn things!"

    The dwarf gave a quick chant and a touch against his chest, and a glow started at his feet. It pulsed through his body, healing his wounds.
    Melee attack against Red Robe 3.
    Cast Regeneration (Close-quarters, Quick action) on self.

    Geth roll 1d20+4 for Attack Roll
    Geth roll 1d6+2 for Melee Damage
    Geth roll 1d10+2 for Regeneration

    Regeneration heals half the amount rolled.

    Geth roll 1d20 for Save vs. Stuck
    Geth roll 1d20 for Save vs. Stuck 2

    HP: 17/24
    I think there's been some misunderstanding regarding stuck vs. grabbed - Garfer and Yo'guard are stuck, right? And it's one save against each at the end of the turn, 11+.

    Attack Roll:
    1d20+4 22 [1d20=18]
    Melee Damage:
    1d6+2 4 [1d6=2]
    Regeneration:
    1d10+2 3 [1d10=1]
    Save vs. Stuck:
    1d20 5 [1d20=5]
    Save vs. Stuck 2:
    1d20 19 [1d20=19]

    doomybear on
    what a happy day it is
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    The Cleric spell Heal is a quick actiom spell to an ally in touch range while Channel Life js a standard action. He was asking if he could use Heal on me when I was grabbed by the robe. Are any of the robes dead?

  • CarnarvonCarnarvon Registered User regular
    edited March 2017
    Yo'Guard is currently being attacked by Red Robe 2; Red Robe 1 has been slain. You should be able to cast Heal, if I'm not mistaken. Slypher isn't engaged, so no OAs.

    Stuck: You can’t move, disengage, pop free, change your position, or let anyone else move you without teleporting. You’re not otherwise penalized, necessarily.

    Carnarvon on
  • CarnarvonCarnarvon Registered User regular
    Red Robe 1 has been destroyed!
    Red Robe 3 has taken 5 damage in total!
    Red Robe 5 has been destroyed!

    Two piles of tentacles wriggle on the ground!


    ESCALATION DIE: 2

    INITIATIVE ORDER
    @Grunt's Ghosts
    Red Robes
    Albino Bunny
    seijin
    doomybear

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