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.
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
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...
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.
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!
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!)
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
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.
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)?
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
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!
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.
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
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
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+.
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?
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.
Posts
@Grunt's Ghosts is up!
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
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?
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!"
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.
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!
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!
INITIATIVE ORDER
Grunt's Ghosts
Red Robes
@Albino Bunny
seijin
doomybear
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.
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
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!
"Yo'guard! Are you sure this isn't some accident of yours?" he accused while he swung his hatchet at a foe.
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
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
"These aren't..." Yo'guard slaps one tentacle away with his staff "my doing." The gnome tries to break away from the robed monster...
Geth roll 1d20-5 to break away
Seeing that he was held tight, Yo'guard decided to forgo spells and bash brains instead.
Geth roll 1d6 for damage
Geth roll 1d6
Got to figure out how to do Iconic Spells in a custom setting...
Geth roll 1d12
slypher sheet
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.
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
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.
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
geth roll 1d6 for dmg vs red robe 1
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
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.
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+.
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.
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